4 Square

Intended for:

Boy Scouts

Required:

4 patrols volleyball or rubberballchalk

Preparation:

Mark a 16x16 square and divide it into four 8x8 squares.

Instructions:

Each patrol lines up at a corner of the play area.First player for each patrol enters their square.Scout for patrol #1 serves the ball into square 2, 3, or 4 and then runs to the end of the patrol line while the next scout takes the place in their square.When the ball enters your square, you must hit it out to either square from which the ball DID NOT come and then have your next patrol member take your place.

For example, if #1 hits the ball into #3, then #3 can hit it to #2 or #4 but NOT to #3.

When a patrol fails to return a hit, that patrol is penalized 1 point. The patrol with the least points after a set time wins.

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4 Way Tug-o-War

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Required:

4 teams4 25foot lengths of ropekerchief or rag

Preparation:

Tie the 4 lengths of rope together into a circle.Lay the rope out in a square on the ground with the knots at the corners.Put a rag in the very center of the square.

Instructions:

Each team lines up on a side of the rope square.On the 'GO' signal, everyone picks up the rope and starts pulling.After a set time limit, the stop signal is given and the team that has made the most progress away from the center marker wins.

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500 A Favorite Game

Intended for:

All Scouts

Required:

frisbee, softball, rubber ball, football, or any other throwing item.

Instructions:

The object is to catch the frisbee enough times to become the thrower.

One scout starts as the thrower and the other scouts gather around the throwing distance from the thrower.The thrower yells out, "100" or "200" or any amount the thrower wants the throw to be worth. Then, throw the frisbee towards the group of scouts.Whoever catches the frisbee gains the stated points. The first person to reach 500 becomes the thrower.Variations:

When a new thrower is up, everyone starts over at zero or keeps their current tally, whatever is decided at the start of the game.

Dead or Alive - two values can be assigned to a throw, such as "100 dead 400 alive". If someone catches it in the air, they get the 'alive' value. If it hits the ground first, they get the 'dead' value. Values like "200 dead -400 alive" are legal.

If using a bouncy ball, standard values can be assigned such as 200 in the air, 100 after 1 bounce, 50 after 2 bounces, or 25 for all others.

Grab Bag - if the thrower yells "Grab Bag" for a throw, then the scouts have no idea what the value is. It may be 500 or -10,000. This one is usually specifically ruled against at the start of a game.

Jackpot - whoever catches this throw is automatically the next thrower. Usually used by someone who has been up a long time or needs to leave.

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Ace-King-Queen

Intended for:

All Scouts

Required:

3 or more scouts1 bouncing rubber ball

Instructions:

Ace-King-Queen is a "work your way up" game for any number of scouts with a hard floor and wall that can be hit by a small rubber ball. It's great as a gathering game or any time there's some dead time.

Scouts line up from left to right, with the "Ace" on the far left, "King" next, then "Queen", "Jack", "10", ... and so on for as many scouts as exist.If playing on a sidewalk, each scout has a square of cement to control - in a gym, tape on the floor can be used.

The Ace serves the ball by hitting it with the palm of the hand so that it first bounces in the Ace's box one time, then hits the wall, then bounces in the King's box or any other box down the line.

The player in that box must hit the ball in the same manner before it hits the ground twice. If the player fails to hit the ball, a point is received and that player moves to the far right end of the line while everyone else moves up.

If a player hits the ball and it does not bounce first in the player's own box before hitting the wall, or flies out of bounds, that player gets a point and moves to the end of the line.

A player can hit the ball into any other player's box, either up or down the line, or into own box. A savvy player may hit it to themself a few times to line up just the shot desired - sometimes a limit is set for self-serving.When a scout reaches a pre-determined score such as 7 or 15, that player is eliminated while the field is whittled down to a champion. This is usually followed immediately by a new game.If there is no way to mark boxes on the ground, then the game is played in rotation and there is no self-serving.

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Aerobic Tag

Intended for:

All Scouts

Required:

frisbee, beanbag, or nerfballa stopwatch

Instructions:

Mark off a large playing area.Divide into 2 teams or each patrol is a team.Referee keeps track of possession time.

Object: Keep the item in your team's possession for a set length of time (20, 30, 60 seconds).

Rules:

The scout with the object avoids opposing players.

If scout with object is tagged with 2 hands by opposing scout, the object is immediately dropped or thrown away.

The scout can not directly receive the item after getting rid of it.

If a teammate gets the item, time continues to accumulate for their team. If an opposing scout gets the object, time starts over at 0 for that team.

Be prepared to impose penalties for roughness, not getting rid of the item fast enough, or leaving the play area.

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Airplane Race

Intended for:

Cub Scouts

Required:

sheets of paper

Instructions:

Each scout makes a paper airplane.When all are ready, they line up at the start line.On 'GO', everyone throws airplane toward the goal line.Each scout runs to their plane, picks it up, and throws it again from the spot where it landed.First one across the goal line, wins.Can play as a relay between patrols.

After a couple races, it should be evident which airplane design goes farthest, fastest, and straightest. You could allow a redesign break to make new airplanes and race again.

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Alien Treasure

Intended for:

Boy Scouts, Webelos Scouts

Required:

string3x5 index cardsreflective tape

Preparation:

Make an X of reflective tape on both sides of each index card.Punch a hole in the card and make a big loop of string through the hole.

Instructions:

Play this game at night, the darker the better.

Before the game, go out through the woods and hang the cards from tree branches, distributing them over a defined area which should be quite large.

Intergalactic smugglers from Orion were chased to Earth by a posse of cosmic marshals. Just before being captured, the smugglers jettisoned all their treasure and escaped. Their treasure looks like silver, but it floats in the air.Our job is to recover the treasure before the smugglers return to claim it.

Tell the scouts the area boundaries and the time limit.Teams need to travel as a team, not singles. You can decide if they can break into buddy pairs or stay together as a whole team.

You can either let teams head out and discover what the 'treasure' is or give them more direction to use their flashlights to illuminate the floating silver objects.

You might have a reward for the most treasure returned or some reward for each piece of treasure.

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All Aboard

Intended for:

All Scouts

Required:

2x2 plywood for all to stand on, solidly raised off the ground 6 inches.

Notes:

An initiative game to have a group cooperate to reach a goal.

Instructions:

See how many scouts can stand on the platform with no body parts touching the ground. They must stay on board for 10 seconds.

If an entire patrol can do it, try combining groups to set a record.

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Alphabet Bag

Intended for:

All Scouts

Required:

paper grocery bag for each patrol.marker for each patrol.

Instructions:

Give each patrol leader a large paper grocery bag.

Goal: Collect an item for every letter of the alphabet.

Rules:

Bag must have patrol name or symbol on it.

Every item must fit inside the bag.

Each item can only be used for one letter.

1 point per letter.

No letter can be skipped - if you have A, B, C, D, F, G, ... you only get points for A, B, C, D because E was skipped.

10 or 12 minute time limit.

Patrol symbol design is tie-breaker

Best score wins.

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Ankle Fights

Intended for:

Cub Scouts

Instructions:

Draw a 6 foot or larger (depending on size of group) diameter ring. Players all stand in ring and grab their own ankles.On the whistle, try to push opponents over, or make them let go of their ankles, or step out of the ring. If any of those happen, the scout leaves this round.Last scout wins the round.

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Arm Knockout

Intended for:

Boy Scouts

Notes:

Play patrols against each other as a competition.

Instructions:

Two opponents face each other laying on the ground and ready to do push-ups. Feet should be together and bodies stay straight. On 'Ready' signal, both scouts rise up into the push-up position and hold there.On 'Go' signal, each scout tries to knock his opponent's arms out so they fall to the ground.

Scouts may not grab or pull - only knock or slap at opponent's arms.

First one to fall or get tired and drop is out.

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Arm Wrestling

Intended for:

All Scouts

Notes:

Have members of each patrol battle against each other.

Instructions:

One scout from each patrol lays on their stomache on the floor, facing opponent.Place right elbow on the floor in front and lock hands with opponent.On signal, be the first to force the back of opponent's hand down to the floor while keeping elbows on the floor.

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Arm-Sling Relay

Intended for:

Boy Scouts

Instructions:

Patrols line up on the starting line with one scout playing patient about 30 feet away. The patient needs to get their arm bound in a sling.

On start signal, first scout in patrol runs to patient and uses a neckerchief to bind arm in sling. When the referee sees that the sling is correct, he signals the rescuing scout to remove the sling.

The victim runs back to tag the next patrol member while the rescuing scout becomes the victim.

If this is run as a race, know what the largest patrol size is and all patrols need to rescue that number of victims - some will go twice.

Atomic Particle Collecting

Depending on age of scouts, you may want to pop the corn kernels to make them easier to pick up.

Instructions:

Your space exploration team has been searching for new fuel sources across the galaxy and has discovered a planet with a source of highly radioactive fuel. Each small piece can power a city and is worth $10M. But, they can not be touched and extended exposure to them will kill you.

Each team lines up single file at the start line. The plate is placed about 30 feet away covered with popcorn kernels.Each astronaut must:

Put on protective gloves to shield from the radioactivity.

Take the shielded fuel container (jar) out to the fuel source (plate with popcorn).

Open the container.

Place 5 pieces of fuel in the container.

Close the container.

Bring the container and gloves back to the next astronaut.

At the end of a time limit, each team determines the value of the fuel they have collected.

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Back Lift

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Instructions:

Two scouts stand back to back and interlock arms at the elbows. On signal, each tries to lift the other off the ground.

When both feet are off the ground, a point is awarded.

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Backpack Packing

Intended for:

Boy Scouts

Required:

Backpack for each patrol.Equal list of items for each patrol to pack in backpack.

Notes:

For more difficulty, have some items like unstuffed sleeping bag, inflated sleeping pad, 3 balloons that they can pop, unpacked mess kit.

Instructions:

Place empty backpack and all items around it for each patrol.Patrol lines up 20 feet from pack at starting line.On signal, first in line runs to backpack and packs in one item. Repeat until all items are in pack. Then, patrol leader or assistant carries pack back to patrol and patrol gives yell and sits down.

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Balance Relay

Intended for:

Cub Scouts

Required:

paper bag for each patrol filled with miscellaneous things to balance on your hand

Instructions:

Place one of each item into each paper bag.Give one bag to each patrol.Patrols line up at start line with cone or marker about 40 feet away.First person of each patrol reaches into bag and pulls out an item.Balance the item on the back of one hand and race to the end of the play area and back to tag the next scout.Repeat until all items in the bag are gone.

A player can not touch the item with the other hand.If the item is dropped, the scout either starts over at the beginning or picks it up where it dropped - you decide beforehand.

Sample items to include:

feather

dollar bill

marble

egg

coin

cotton ball

balloon

fist-sized rock

book

potato

dixie cup of water

playing card

Each patrol could also have a ruler. A scout can choose to balance the item on the ruler rather than the hand for double points.

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Ball of String Relay

Intended for:

All Scouts

Required:

Big ball of string for each patrol.Small metal washer for each patrol.

Preparation:

People on a team stand in a circle facing inward.

Instructions:

One scout holds the ball of string and the washer.On 'GO' signal, the scout keeps hold of the end of the string, but hands the ball of string to a neighbor. The scout then slides the washer onto the end of the string and slides it down the string to the neighbor. In this manner, the ball of string is passed around the circle with the washer following right behind.

When the string is completely unwound, tie the washer to the end of it and wind the ball of string back up as it is passed backwards around the circle.Can give points for speed and size of finished ball - smaller is worth more.

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Ball Scramble

Intended for:

All Scouts

Required:

a volleyball or similar ball

Preparation:

mark off a playing area with a side for each patrol - a triangle if three, a square if four, a pentagon if five patrols, ...

Instructions:

Each patrol gathers outside the play area on one of the sides.One scout from each patrol is blindfolded.When the ball is tossed into the middle of the play area, each blindfolded scout tries to locate it and retrieve it to their goal line.Patrol members yell directions to their retriever.

When a scout finds and picks up the ball, their patrol receives 2 points.Any scout that tags the scout with the ball receives 1 point for their patrol.The patrol whose goal line the scout with the ball crosses receives 1 point.

Play a set number of rounds to determine the winning patrol.

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Ball Toss Relay

Intended for:

All Scouts

Required:

Ball, frisbee, or beanbag per patrol

Instructions:

Patrols line up with at least 10 feet between patrol lines. Patrol leader steps out in front of patrol about 20 feet and faces patrol. Each patrol leader is given a ball. The patrol leader throws the ball to the first scout in line. That scout catches it, throws it back, and sits down. Repeat until all scouts in patrol are sitting.

If a scout misses the ball, they must go retrieve it and return to their position before throwing it.

Optional: Extend the game by now rolling the ball. Once everyone is seated, roll the ball to the first scout who catches it, stands up and rolls it back. The patrol leader must roll the ball between the legs of standing scouts to the first sitting scout in line.

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Balloon Basket

Intended for:

Cub Scouts

Required:

different colored balloons for each team.one large container such as a refrigerator carton.

Instructions:

Give each scout on a team a balloon of the same color. Give balloons of a different color to all scouts on each other team.

Place the 'basket' at one end of the room and have all scouts line up at the other end of the room.

On 'Go' signal, everyone blows up their balloon until a judge says it is big enough. They then tap their balloons in the air across the room and try to bat them into the container. As soon as a scout's balloon goes in the container, that scout should run back to the start and do another balloon. Scouts that hold or carry their balloon must return to the start.

When the container is full or a 2 minute time limit is reached, stop and count the balloons in the basket. The team with the most balloons wins that round.Save the blown up balloons for other balloon games.

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Balloon Batting Buddies

Intended for:

Cub Scouts

Required:

1 balloon for each pair1 2-foot string or rope for each pair (optional)

Preparation:

Mark Start and Finish lines.

Instructions:

Pair up all scouts.Each pair blows up and ties their balloon.Each pair links left to right arm at the elbow - or you can tie their left to right wrists together with string.

The object is to bat the balloon back and forth while racing to the finish line.

On "GO", one scout on each pair picks up the balloon and bats it to the partner who bats it right back.Scouts can not hold or palm the balloon.

If the balloon falls, one scout can pick it up but the pair may never unlink arms (or break string), or take any steps while holding the balloon.To make it more difficult, connect left wrist to left wrist which makes a 'net' over which the balloon must be batted each time.Or, connect right wrist to right wrist which makes them use their normally less accurate left hands for batting.

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Balloon Break

Intended for:

Cub Scouts

Required:

lots of balloons

Instructions:

Divide scouts into two teams.One team DEFENDS while the other team DESTROYS.A balloon is released into the play area and a stopwatch is started.The Destroyers try to pop the balloon while the Defenders try to protect it.When the balloon is popped, note the time elapsed.Switch roles and do it again.Play as long as you have time and scouts have interest and then announce the winning team based on longest protection time.Can try a "no hands" version.

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Balloon Hanging

Intended for:

All Scouts

Required:

lots of balloons

Notes:

A fun, active game to play indoors.Now that you have all these balloons blown up, follow this with another balloon game such as Balloon Symphony, Balloon Artists, Balloon Bed, Balloon Juggling, and finally Balloon Stomp.

Instructions:

Pile all the deflated balloons in the center of the room. Assign each patrol a section of wall as their own. On 'Go' signal, members of each patrol grab a balloon, blow it up, rub it on their hair or clothes, and stick it to their wall.

At the time limit, stop play and count which patrol has the most balloons on their wall - the winner!

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Balloon Hot Potato

Intended for:

All Scouts

Required:

6 or more balloonsslips of paper, pencil

Preparation:

Write messages on the paper, slip one in each balloon, and blow them up.The messages could be like:'Recite the Scout Oath''Tell the Scout Motto''Tell 3 components needed for a fire'Or, any other questions about your theme.

Instructions:

The group stands in a circle. The leader has the balloons. One at a time, a balloon is passed from player to player around the circle, until the leader blows a whistle. The player holding the balloon when the whistle blows goes to the center of the circle and sits on the balloon until it pops. Read the note and perform the action or answer the question contained in the message.

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Balloon Monster

Intended for:

All Scouts

Required:

50 balloons and roll of tape for each team.

Preparation:

Mark a starting line and cone or marker around which contestants must race - about 30 yards away.

Instructions:

Each patrol blows up balloons to a minimum diameter - you might want judges to approve the sizes or have a loop of string through which the balloons can not pass.

The tape is wrapped around the patrol volunteer with the sticky side out. This will be the balloon monster.Each balloon is stuck to this scout.When all balloons are stuck on, the balloon monster runs around the course and back. 10 points for the first patrol finished, 7 for 2nd, and 3 for 3rd. 3 points for each balloon that is still on the runner at the end.This race favors larger patrols, so you may decide to have some sit out to even the teams.

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Balloon Relay

Intended for:

Cub Scouts

Required:

6 balloons for each team.Different color balloons for each team makes it easier. 2 large garbage bags for each team.2 sheets of paper and a marker for each team.

Notes:

This game differs from some other balloon games in that the scouts do not have to blow up and tie the balloons. Thus, it is suitable for younger scouts too.

Instructions:

Blow up the 6 balloons per team and put three in each garbage bag.Give each team their two garbage bags.Have each team number off.Have the even numbers of each team go to one side of the play area and the odd numbers go to the opposite side. Each group takes a garbage bag of balloons and sheet of paper with them.Give the marker to the first person of each team on the odd-numbered side of the play area.

At the whistle, one scout from each team on the odd side starts tapping their balloon to the even side. When they get there, they have to tap their balloon into the garbage bag being held open by another player. Once the balloon is in the bag, the scout makes a mark on the sheet of paper with the marker and then hands the marker to the next player. That scout gets the balloon out, and taps a balloon to the odd side of the room to get his balloon into the garbage bag on that side.

If a balloon pops, the player must go back to their bag to get another balloon and start tapping all over again. No carrying of balloons. It is fine for a balloon to hit the floor, and or be kicked. The scout just can't take a step while holding the balloon.

When a 2 minute time limit is reached, stop and count the marks on the sheets of paper. The team with the most balloons wins that round.

(Variations, scouts can only kick the balloon, or use their hands, or use a ruler to tap the balloon)

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Balloon Stomp

Intended for:

All Scouts

Required:

Small Balloons - 3 per scoutString - 2 foot lengths

Preparation:

Blow up all the balloons very full so they are easier to pop.Tie a string to each balloon.

Instructions:

Mark off a safe play area with a circular rope.Tie a balloon to each scout's left foot.Everyone tries to stomp all the other balloons.When your balloon is popped, you leave the play area.Last one with a balloon wins.

If played indoors, play in stocking feet to make smashed feet less of a problem.

Have patrols play as teams to see which patrol is left. Even if you do not spell this out, it is good to have a very short reflection to discuss if it was fun, if there was any teamwork going on, what strategies worked.

In this, as in almost all elimination games, if a patrol works together, they tend to have a better chance at winning.

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Balloons Aloft

Intended for:

Boy Scouts, Webelos Scouts

Required:

Large, inflated balloon for each patrol Markers

Instructions:

Each patrol draws a patrol symbol on their balloon.

Goal: In a large play area, each patrol tries to keep their balloon in the air the longest.

Rules:

No catching or holding a balloon.

When your patrol's balloon pops or touches the ground, your entire patrol leaves the play area.

The leader calls out a wound to be bandaged. He then gives the signal to start.One member of each pair uses a kerchief to bandage the partner.When the judge approves the bandage, it is removed and the other scout bandages the first one.All pairs in each patrol tie each bandage.When the judge has approved all bandages, the patrol gives their patrol yell to signal their completion of the round.When all patrols finish a round, the next wound is announced.

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Bang the Can Relay

Intended for:

Cub Scouts

Required:

4 metal garbage cans, or coffee cans, or other items that can be hit and make noise.2 dowels or sticks about 1 foot long for batons.

Preparation:

Set the 4 cans out in a large square raceway.

Instructions:

Divide in 2 teams or have patrols compete.One team has a starting line halfway between 2 cans. The other team's starting line is halfway between the 2 opposite cans.One team runs clockwise, the other counter-clockwise around the course.One scout from each team starts with their baton in hand. This scout runs around the square and must hit each can with the baton. If a can is missed, or not hit hard enough for the judge to hear, the lap must be repeated.When the scout finishes the lap, hand off the baton to the next scout.

The scouts waiting in line must stay out of the way of running scouts.

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Banged Up Benny A Favorite Game

Intended for:

Boy Scouts, Webelos Scouts

Required:

Neckerchiefs.Folded up paper towels to use as sterile pads.List of wounds on paper for each group.

Instructions:

Split in groups of 4 to 6 scouts.One scout is Benny, all banged up from some terrible accident; the rest are rescuers.

Scouts line up single file with Benny out in front of them 10-30 feet. Have first aid materials beside each Benny.

On the leader's go signal, the first rescuer sees Benny, runs to him, and asks what is wrong. Possible injuries are: scalp wound (head bandage), thigh cut (pressure wrap), sprained ankle, broken arm (sling), hand or wrist cut (pressure pad). Rescuer applies neckerchief and sterile pads as required where indicated. When complete, the rescuer asks Benny if there's anything else wrong. If Benny says "Yes", the rescuer calls for help. The next rescuer takes a turn helping Benny and then asks if there is more.When Benny says "broken legs", the scout needs to get help and two scouts carry him back in a four-hand seat carry with the other scouts spotting.

This is used for serious practice in a fun way and there should be no time limit - try to have the scouts make good application of the dressings.

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Barnga

Intended for:

Boy Scouts

Required:

at least 10 scouts, preferably morecard deck for every 4 to 6 scoutspaper and pencil for each groupprint-outs of rule sheets below

This is more of a challenge and reflection than a game, but the card game is what helps us reach the reflection.

Instructions:

Real GoalThe goal is to raise awareness of cultural differences, especially when people move from one culture to another.Everyone will be playing the same game except that each group has just slightly different rules. When players move to a new group, unable to communicate, they will run into obstacles in winning a trick. When someone joins a new group, or moves to a new home, the rules in that new place are similar to what the person is used to but with some important differences which must be figured out.When new people join our group, club, circle of friends, neighborhood, we should be flexible and supportive when they don't quite "get it" how we do things here.

Starting the Game

Groups of 4 to 6 are seated in a circle on the floor or at a table, each group well away from others. Define an order to the groups by arranging them as a larger circle or putting a numbered sign at each group.

Each group is given a deck of cards and rules to the new game we're going to try.

Each group should read the rules and practice a few games until everyone understands how to play the game. At that point, they should inform the leader.

Once everyone knows how to play, the leader picks up all the rule sheets and announces that the real game is played as a tournament with no verbal or written conversation. Players can communicate with gestures and drawing pictures if needed.In this tournament, players rotate between groups this way:

When a game is completed, the player with the most tricks moves to the next higher numbered table.

The player with the fewest tricks moves to the next lower numbered table.

If there is a tie, the person whose first name is alphabetically first wins and moves.

Rules Sheets - a different one for each group.Print the sheet for each group and cross out all but one of the Ace and Trump portions so each group has a different Ace high or low and Trump suit combination.

7 Card Bridge

Deal

Dealer is oldest person in group. Shuffle cards and deal face-down, one at a time around the group. Some will get fewer cards than others. The Scorer is the person to the dealer's right - the scorer marks down each trick won.

Start

Player to dealer's left starts by playing any card. Each person around the group plays a card in turn. This is one trick.

Playing Suit

The first card played in a trick can be any suit. Each player must play a card of the same suit if one is in their hand. If they have no card of that suit, only then can they play a card of a different suit.

Ace

The Ace is the [ highest ] [ lowest ] card in each suit.

Trump

The [ club ] [ diamond ] [ heart ] [ spade ] suit is trump. If you have no cards of the original suit played, you can play a trump card and win the trick. Even a 2 of trump will beat a 7 of the original suit.

Winning Tricks

The highest card played wins the trick. The winner of the trick gathers all the cards and places them facedown in front of themself.

A Round

The winner of a trick plays the first card of the next trick. As soon as one player is out of cards, the Round is finished.

A Game

The dealer collects all cards, shuffles, and deals for another round. THREE rounds make one game. At the end of the game, the winner is the person that collected the most tricks.

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Base Attack

Intended for:

All Scouts

Required:

tennis balls

Notes:

Keep an eye out for anyone throwing excessively hard.

Instructions:

The Empire has sent a group of star cruisers to destroy your rebel bases. Your job is to defend your base as long as possible.If played in a smaller group, one scout is the attacking star cruiser. If played in a large group, one patrol are the attackers.The attackers gather at one end of the play area. They are given the tennis balls to use as interstellar missiles. All other players scatter around the play area and stand with their feet spread more than shoulder-width apart. These are the Bases.

A base is destroyed when a tennis ball passes between their legs. They can protect their base by bending at the waist and catching or deflecting thrown tennis balls. They may not bend their knees.

When a base is destroyed, that scout sits down.

Star cruisers can take up to 3 steps while carrying a missile, but only if they make star cruiser noises ( whatever those may be :-) ).

If a star cruiser carrying a missile comes within 10 feet of a base, the gravitational pull will destroy the cruiser. (this is to give the bases a chance.) A destroyed cruiser stands on the sidelines until the round is over.

The last base alive is the attacking star cruiser for the next round, or that scout's patrol becomes the attackers.Referees along the sidelines may be needed, depending on the trustworthiness of the players.

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Bat Ball

Intended for:

All Scouts

Required:

a soccer ball or volleyballtwo cones or bases

Instructions:

Gather from 10 to 30 scouts.Lay out a play area about 40ft wide by 80ft long.Place a cone or base in the center of one end as home base.Place a cone in the center of the far end as the far base.

Divide the group in half or have patrols play against each other.One team takes the field and distributes themselves anywhere past the 20foot line.

First scout on the other team tosses and hits the volleyball or kicks the soccer ball into the field. If it does not cross the 20foot line, give a second chance. If that fails, the scout is out.The goal is to run around the far base and back without being hit by the ball. The scout can run anywhere within the play boundaries.

If a defensive player catches a fly ball, the runner is out.The defensive team tries to hit the runner below the shoulders with the ball if it is not caught on the fly.A defensive player can only take two steps with the ball and can hold the ball for no more than 5 seconds.

Score 1 point for each round trip.When 3 players are out, switch sides.

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Beachball Ballyhoo

Intended for:

All Scouts

Required:

1 large beach ball per patrol

Instructions:

Each patrol has a beach ball that they hit into the air as many times as they can without it touching the ground. No one may hit the ball twice in a row. Count one point per hit and try for new records.

Optional Competition:

Use a different colored ball per patrol and allow scouts to bat opposing balls out of the way. No physical contact to inhibit scouts from reaching their ball.

As a teamwork exercise, have the entire troop keep one ball in the air and set a troop record.

With a stopwatch, see how long all the patrol balls can be kept in the air - start over when one touches the ground.

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Beanbag Toss

Intended for:

Tiger Scouts

Required:

5 beanbagspaper targetstape

Preparation:

Tape the targets to the floor so they don't move.Define a throwing line 10 or so feet away.

Instructions:

Each scout tosses the 5 beanbags at the targets.Completely on the target is 2 points, partially on is 1 point.

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Benchball

Intended for:

Boy Scouts

Required:

2 benchs1 or more volleyballs, rubber balls, or nerf balls

Preparation:

Lay out a rectangular play area such as a basketball court.Place a bench at each end.Mark a goalkeeper-only zone around the bench to keep opposing players from being too close.

Instructions:

There are many alternate versions of this game. General Play:

Divide into two teams, one on each side of the court center line.

Each team chooses a goalkeeper to go and stand on the bench at the far end of the court. They will throw the ball to the goalkeeper and score a point for each caught throw.

The ball is passed between players until it is thrown to the goalkeeper for a score.

Alternative Rules to Mix In:

Players wear colored jerseys and can roam the entire court.

Players can not move once they have the ball.

If the ball touches the ground, whichever team was in possession of it, loses possession.

When a goalkeeper catches the ball, it can be immediately thrown at an opposing player and turn them into a goalkeeper if hit below the waist.

All players stay on their side of the center line. They can either try to score a goal or hit someone on the other team below the shoulders with the ball to force them out to the penalty box. When their team scores a goal, the first 1, 2, or 3 people can return from the penalty box.

Use multiple balls.

Use different colored balls. Yellow can only be used to tag someone. Blue can only be used to score a goal.

Make up additional rules.

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Bicycle Races

Intended for:

All Scouts

Required:

bicyclesmarbles4 coffee cans per patrolchalk

Instructions:

Slalom Race: Set the 4 cans 6 feet apart in a straight line. Mark a starting line. Rider cycles from the starting line weaving between the cans, around the last can, and back to the starting line. Next scout rides. If a rider touches a can or touches the ground, they must start the ride over. Fastest patrol time wins.

Marble Drop: Draw a starting line. Place the cans in a straight line 8-10 feet apart. Each scout gets 4 marbles. Scout rides past the cans and drops a marble in each one. Score one point per marble. Lose one point for touching the ground or a can. Not a timed race.

Turtle Relay: Using chalk, draw a 3foot wide path about 50 feet long. Mark the ends of the path with chalk. Split the team in half with half at each end of the path. Using one bike, a scout rides from one end of the path to the other as SLOWLY as possible. When the front tire crosses the end line, time is stopped until the next scout starts the ride. Time is deducted for touching the ground or having a tire touch the path edges. Slowest patrol wins.

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Birds of a Feather

Intended for:

All Scouts

Required:

Slips of paper with a bird name written on each one - chicken, turkey, goose, duck, chickadee, crow. If you have 24 people, make 4 of each. If 42, make 7 of each.

Preparation:

Hand out a paper slip to each scout.

Notes:

Since the groups constantly change, there is no real team that wins. It should only take about three minutes to get a winner so many rounds can be played.If you are going to give out any small prizes, do it right after the round since you'll have no idea who gets the prize later.

Instructions:

On 'GO' signal, scouts mill about the room exchanging slips as many times as they can with as many different scouts as possible. They do not look at what is written on the paper.On 'STOP' signal, scouts stop and look at their paper.On 'FIND YOUR FLOCK' signal, scouts try to find all others of their kind and then sit down together. The last group to sit is out, taking their papers with them.Repeat until only one flock is left.

Alternate: When finding your flock, you can only make the noise of the bird you have, no talking.

Alternate: Use any animals rather than just these birds.

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Bizz Buzz

Intended for:

All Scouts

Notes:

Improve mental quickness and concentration.Good for a filler while sitting around.

Instructions:

Group sits in circle facing in. In a clock-wise direction, scouts count up from 1. Instead of 7 and all multiples of 7, and all numbers that contain 7, say 'Buzz'.

If the number is a multiple of 5 and 7, or has 5 and 7 in it, like 35 or 57 or 70 or 75, say 'BizzBuzz'!

Try for a group record or reaching 100.

Eliminate scouts that make mistakes until only the champion is left.

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Blind Balloon Volleyball

Intended for:

All Scouts

Required:

ropeplastic tarp6 or so balloons

Preparation:

String the rope between two trees or two posts - at least a foot higher than the tallest scouts.Drape the plastic tarp over the rope so teams can not see each other.Mark court boundaries on the ground.

Instructions:

Divide into two teams.Object is to make the balloon touch the ground on the other team's side.

Start a balloon on one side of the court.A team can hit the balloon as many times as they want before hitting it over the net.

Add another balloon after scouts get the hang of it. Add more balloons if the skill level warrants them.

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Blind Birds

Intended for:

All Scouts, Cub Scouts

Required:

whistle for each patrollarge paper bag for each scout

Instructions:

Give to each patrol leader a whistle and a bag for each scout in his patrol.Tell the patrol leaders to return to their patrols and develop a unique whistle blast that their patrol will recognize.All scouts sit together in a mass at one end of the play area.All scouts except the patrol leaders put bags over their heads so they are blinded.The game leader calls all patrol leaders to the other end of the play area and arranges them spread far apart.

On signal, all patrol leaders start blowing their secret whistle blast to attract their blind birds to be the first with all its members gathered.

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Blind Corners

Intended for:

Cub Scouts

Preparation:

Mark out a square play area about 25 feet on a side.

Instructions:

One scout is it, and is blindfolded in the center of the play area.All other players stand in one of the four corners.'IT' points to one corner (or as close as possible). All scouts in that corner step out of the play area and remain quiet.

Repeat until only one scout is left and gets to be 'IT' for the next round.

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Blind Observations

Intended for:

All Scouts

Required:

Per scout: blindfoldpaperpencil

Various other items

Preparation:

Give each scout a paper and pencil

Instructions:

Group into patrols, sit down, and blindfold everyone.

Noise Identification: Write down what you think a noise is. After all noises, remove blindfolds and each patrol creates a master list of all noises in proper order and turns it in. First list turned in gets 5 points bonus. 3 points for each correct noise. 1 point extra if it is in the correct order.Noises to use: striking a match, popping a balloon, pouring a glass of water, zipping a zipper, ripping open velcro, sharpening a knife, flag flapping in wind, breaking a stick, deflating a sleeping pad, tearing paper, ...

Smell Identification: all blindfolded patrols stand in a long line or large circle. An item is carried around the circle pausing under each scout's nose. As above, each scout writes down guess and master list is turned in.Smells to use: coffee, vinegar, onion, garlic, mint, orange, dirt, crushed pine needles, ...

Member Identification: All blindfolded patrols sit down. Write down the name, address, phone number of all members of your patrol. Turn in lists - 1 point for each name, 1 for each address, 1 for each phone.

Blind Navigation: Line up with each patrol at least 10 feet apart. Blindfold first scout in line. Blindfolded scout walks straight out 20 steps, turns around, and walks back 20 steps. A referee measures the distance from start to ending position. Add up distances for each patrol and divide by members to get average distance. Patrol with smallest difference wins.

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Blind Referee

Intended for:

All Scouts

Required:

large rubber ball or nerf ballwhistleblindfold

Preparation:

Divide into two teams.Have one non-blindfolded referee right on the center line to judge points.

Instructions:

One team on each side of the center line.

The ball is placed on the center line.One person is blindfolded and given the whistle.When the blindfolded person blows the whistle, the game begins.When the whistle is blown again, whichever side of the center line the ball is on receives one point - even if the ball is in the air and has not touched ground on that side.Play resumes when the whistle is blown again.

The team with the fewest points after a set time limit wins - 3 minutes.

Mix teams after a few rounds if it is very one-sided.

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Blind Tazers

Intended for:

All Scouts

Required:

2 blindfolds2 12-inch rolled up newspapers, ducttaped

Notes:

good indoor game for 12 or fewer people

Instructions:

Place two rolled up newspapers in center of play area. These are tazers, swords, clubs, whatever you want.Blindfold two scouts and have them stand opposite each other at edge or corners of area.

On 'Go' signal, the two scouts are spun around three times and sat down facing the center.They crawl to the center to locate a tazer.Once a scout has a tazer, try to tag the other scout with it.First scout to touch the other with a tazer wins, whether purposefully or accidentally.

Players must stay on knees (no standing).Each tazer has a safety switch so it must be in your hand when touching your opponent (no throwing).Observers should form the play area and redirect players towards the center and away from bumping into obstacles.Directions and support from the sidelines is encouraged (keeps everyone involved).

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Blob Tag

Intended for:

All Scouts

Instructions:

Three scouts join hands and start out as the 'Blob' and they try to tag other scouts.When tagged, a scout joins the blob by grabbing the last hand in line.

When the blob has at least 6 scouts, it can break into two 3-scout blobs. The blob can break and join whenever it wants, depending on the plan being tried.

Last 3 scouts begin the next round as the blob.

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Blowhard Relay

Intended for:

Cub Scouts

Required:

straw for each scoutitem to race for each team

Notes:

Items should be light, such as styrofoam or paper, but not round like a ball. This should be done on non-carpeted floor, such as a gym or cafeteria floor.Depending on what holiday is close, you can use themed items, such as spiders and ghosts, elves and snowmen.

Instructions:

Each scout receives a straw. Teams line up at the starting line. The first scout in line is on knees with the racing item in front.On 'GO', first scout in each team uses a straw to blow air at the item to move it around the course and back to the next scout.

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Bogus Baseball

Intended for:

All Scouts

Required:

volleyball or soccer ball

Instructions:

Play on a baseball diamond or define the fair zone for hitting the ball.Divide scouts into two teams.Outfield team disperses where they hope to catch or stop the ball.

The team at bat lines up about 15 feet behind home plate.The first scout stands at home plate with the ball.This scout tosses the ball up and hits it with a fist out into the field.As soon as it is hit, the scout begins running around and around the lined up team, counting the trips.

In the field, whoever gets the ball first is the starting point and everyone on that team runs there and lines up behind that scout.The scout with the ball passes it between their legs to the scout behind, who passes it on.When the last scout in line gets the ball, they hold it up and the team yells "Yer OUT!".

The team at bat scores one point for every time the batter circled the team.After three batters, teams switch position. Play continues for as many innings as time permits, or to a set score, or set number at bats.

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Borg Tag

Intended for:

Cub Scouts

Required:

yellow ribbons

Instructions:

One scout is the Borg.When someone is tagged, they are assimilated and become a Borg, and then help to assimilate more Borg.To identify the Borg, give every scout a yellow ribbon to keep in their pocket. When they are Borg, they tie it on their wrists or waists.

The last human left can be the first Borg of the next round.

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British Bulldog A Favorite Game

Intended for:

Boy Scouts

Notes:

This gets VERY physical. You may want to address your larger scouts aside before the game about handling smaller scouts.

Instructions:

One scout is the 'bulldog' and stands in the center of the play area. Everyone lines up at one end of play area. When the bulldog yells, 'British Bulldog', all scouts run to the far end of the play area, avoiding the bulldog. To capture someone, the bulldog must lift the player completely off the ground long enough to yell, '1, 2, 3, British Bulldog!' That player then becomes a bulldog too. The last player caught is the bulldog for the next round.

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Bubble Gum Relay

Intended for:

All Scouts

Required:

12 pieces of bubblegum or chewing gum for each patrol1 paper grocery bag for each patrol1 pair of work gloves for each patrol

Instructions:

Patrols line up in single file at the starting line.A closed bag containing gum and gloves is place 20 or 30 feet away from each patrol.

The first player on each team runs to the bag, opens it, puts on the gloves, digs down into the bag for the gum, pulls it out, unwraps it and starts chewing it. The player then replaces the gloves in the bag, closes it, and runs back to tag the next in line.Continue doing this until all the gum in the bag is gone - some scouts will do more than one trip.

If using bubblegum, the first patrol to be in line and all have bubbles blown at the same time wins. Otherwise, the first patrol to have all members back in line wins.

Bucket Ball A Favorite Game

Use the buckets as baskets.Play basketball as normal but the ball must stay in the bucket to score.

Optional: Have each patrol be a team. When one team scores, the scored-on team is replaced with a fresh team.

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Buddy Tag

Intended for:

Cub Scouts

Required:

Need at least 12 scouts, the more the better

Instructions:

All players except for two form into buddy pairs and link one arm. Pairs spread out over area. There is one player as 'It' and one player being chased - the 'runner'.The 'runner' may run up beside any buddy team and link arms with one free arm of a buddy. This makes 3 scouts together which is not allowed. So, the member of the buddy team that the 'runner' did not link arms with is now the 'runner'. 'It' can tag the 'runner' at any point. As soon as the 'runner' is tagged, he is 'It' and 'It' is now the 'runner'.

Usually, the tag is made when someone does not realize a 3rd has joined a buddy pair. Be careful about one scout being 'It' for too long. Change the game by having 2 Its and Runners at the same time.

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Build It

Intended for:

All Scouts

Required:

blocks, scraps of wood, twine, sticks, ... any materials with which to build.

Instructions:

Make a pile of materials for each team.

Each team has 2 minutes to inspect their materials, without touching anything. They also need to decide what they are going to build.

Then, each team has 3 minutes to build their structure, without talking.

Be sure to explain all the rules before they start so they can make a plan on how they will accomplish their goal.

After the game, discuss how teams communicated without talking. Did someone just take over or did everyone co-operate? What would they do differently if they tried again?

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Calendar Toss

Intended for:

Tiger Scouts, Wolf Scouts, Bear Scouts

Required:

large pages from an old calendarbuttons, bingo markers, other small items to toss.

Preparation:

lay the calendar pages out on the floor.Define a throwing line about 5-10 feet from the targets.

Instructions:

Each scout gets 5 or so markers to toss.If each scout has a different color item or throws at a different target, many can play at once.Object is to have markers land on dates on the calendar page. The date values are added up to determine the total score for a scout.

Try to set the team's record score - this could be a very high scoring game.

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Can Stack

Intended for:

All Scouts

Required:

10 cans per patrol

Instructions:

A pile of 10 cans is set at the start line for each patrol. These can be soda cans, soup cans, tuna cans, but all need to be the same size.

On 'GO', the first scout for each patrol takes one can and runs to the end of the play area, sets the can on end, and returns to tag the next scout.Each scout in turn takes one can and stacks it onto those currently stacked, creating a stack with no more than 4 cans on the bottom layer.

If at any time the stack falls over, the entire patrol can run to it and return all the cans to their original pile - only one can per scout. Then, they start over moving one can at a time.

First patrol to complete their stack and return to the starting line wins.

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Candle Relay

Intended for:

Boy Scouts, Webelos Scouts

Required:

candle and box of matches for each team

Preparation:

Define starting line and turn-around point.

Instructions:

Patrols line up single file. Each patrol leader is given a candle and box of matches. On go signal, patrol leader lights candle and runs the course. When the player gets back, hand off the candle and matches to the next scout. If the candle goes out, the scout must stop and relight it. Each patrol makes the number of round-trips as there are players in the largest patrol.

Make it more interesting by having random tasks pulled from a bag - walk backwards, crawl, hop, hold candle above head or below knee, ...

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Candy Dice

Intended for:

All Scouts

Required:

lots of m&ms or other small candiesone dice

Notes:

This is a simple filler game with no skill required

Instructions:

Break into groups of 4 to 8 players, sitting in a circle.In the center of the circle put a pile of candies.One player rolls the dice.If it is a 6, the roller gets a candy.The dice passes to the right.As each scout rolls, if it is not a 6, the last scout that rolled a 6 gets another piece of candy. If it IS a 6, the roller gets a candy and becomes the 'candy collector' until someone else gets a 6.

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Canoes and Compasses

Intended for:

Boy Scouts

Required:

Canoe, 3 life jackets, 2 paddles, compass, and blanket for each team of 3 scouts

Notes:

If you make this a timed race, there is more chance of collisions in the water.

Instructions:

Set up some numbered buoys at least 100 feet from the shore of a lake, about 20 feet apart.Set up a starting point on shore for each team.

From one starting point, take compass bearings to each buoy and write down the bearing for each numbered buoy. Also, write down the bearing on a separate slip of paper and put all these slips in a bag at the starting point. Repeat this for each starting point.

A team of 3 scouts gets ready in a canoe. Two of the scouts are paddlers, and the third kneels in the middle, under a blanket, holding a flashlight and a compass. When the canoe is ready to go, the activity leader gives a slip of paper to the scout under the blanket. The slip of paper has a compass bearing written on it.

When the activity leader starts the game, the paddlers paddle the canoe toward the buoys based on the directions given by the scout under the blanket. The navigator under the blanket should tell them to turn 'port' or 'starboard' as needed.

When the canoe reaches a buoy, the number of the buoy is recorded on the slip of paper and the team returns for the next slip. The activity leader on shore takes the completed slip and gives the navigator the next slip from the bag.

Repeat as many times as you have time for.

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Capture the Flag

Intended for:

All Scouts

Required:

flag for each team.40 foot rope per team.

Preparation:

Set up game boundaries with a center line. A football field sized area is good.

Instructions:

Create 2 teams.Each team displays its flag in plain view somewhere on its side of the play field. Each team also defines a jail area that is 10x10 feet - use a rope to define the area.

Players attempt to steal the opposing team's flag and return it to their side of the center line without being tagged.If a scout has the flag and is tagged, the flag is dropped and remains there until another opposing player can steal it.The scout that is tagged is taken to the jail area by the captor. During this time, the captor can not capture any other players and the captive must go directly with the captor.Once in jail, a scout remains there until another teammate can run into the jail area without being tagged - this is a jailbreak. Decide if a jailbreak allows all captured scouts a free walk to their side or a certain number only.

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Capture the Fort

Intended for:

Boy Scouts, Webelos Scouts

Required:

soccer ball or NERF ball

Instructions:

At least 7 scouts per team.

One team stands in a circle facing outward. Each scout places their left hand on the right shoulder of their neighbor and must keep it there. The team leader stands in the center of the circle. This is the fort.

The other team spreads out outside the fort. These are the attackers.

The soccer ball is a bomb. The leader drops the bomb to the attackers. They try to kick the bomb through the holes in the fort wall - between legs or between bodies. Or, they can kick it over the top of the wall.

If the bomb touches the ground inside the fort, it explodes. The team leader in the fort can catch the bomb and throw it back before it touches the ground. The walls can use their bodies or right hand to deflect the bomb.

Either switch sides after each explosion or after a set time limit.

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Career Charades

Intended for:

Tiger Scouts

Instructions:

Give scouts 4-5 minutes to think of a career they might like to be when they grow up and a charade to show that job.

Then, play charades with each scout presenting their job and the rest of the group trying to guess what it is.

You could play for fun or have each correct guess be worth 1 point for the whole group.

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Catch 10

Intended for:

Boy Scouts

Required:

a ballneckerchiefs or ribbons

Preparation:

define the playing field - basketball court size is good.Divide group into 2 teams.Put neckerchiefs on 1 team's arm for identification.

Instructions:

One team starts with the ball. It is thrown to another teammate who yells "One!" At each successful catch, the next number is yelled.When a team reaches "Ten!" they receive one point.

The other team tries to intercept the ball or knock it to the ground. On an interception, the scout yells "One!" and their team is now counting up. Whenever the ball hits the ground, the team that was last counting loses control and the other team picks it up and starts counting up.

The only physical contact should be incidental while going for the ball.

Set a time limit or first team to a specific score.

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Catch the Cane

Intended for:

Cub Scouts

Required:

A walking cane or 3 foot long stick

Instructions:

Scouts number off.All scouts stand in a circle facing inward where one scout who is 'IT' stands with the cane.IT stands the cane on end and places a hand flat on the top of it.IT simultaneously shouts out a number and raises the hand so the cane starts to fall.The scout whose number was called races to the cane to catch it before it hits the ground.

You can score however you'd like: - if you catch it, you GET TO be It. - if you miss it, you HAVE TO be It. - 1 point to It for dropped canes and 1 point to the scout for caught canes.

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Catch the Thief

Intended for:

Cub Scouts

Required:

6 to 12 scouts

Instructions:

Group sits in a circle facing inward toward the leader - the leader is the victim. One scout is chosen to be the police officer first.The leader says "Someone stole my wallet!"The officer asks "What did he look like?" The leader gives a clue about the thief that identifies someone else in the ring. The officer guesses the identity of the thief. If incorrect, another clue is given until the officer successfully guesses the thief. Once the officer guesses the thief, both the thief and oficer run around the outside of the circle in the same direction back to their original positions. The first one back is the officer for the next turn.

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Catch Up

Intended for:

All Scouts

Required:

two basketballs or rubber balls or any balls

Instructions:

There must be an even number of scouts.All participants stand in a circle facing inward. Number off 1-2-1-2-1-2... This creates two even teams.

Give one ball to a scout on team #1. Tell the scout to pass it to the next player on their team to the right.Let that team pass the ball all the way around the circle for practice.Then, give that ball to team #2 and let them practice around once.Now, give a second ball to the player on team #1 directly opposite the team #2 player that has their ball.

On 'GO', players pass the ball to their teammate on their right with the goal of catching up to the ball of the opposing team.

If the ball is dropped, the last scout on that team that touched it has to retrieve it, retun to the correct spot, and throw it again.

Score a point when you catch up to the other team and then start another round.

Try going to the left for a change.Try bounce passing for a change.

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Caterpillar Race

Intended for:

Cub Scouts

Preparation:

Draw a starting line.Place a chair or cone about 20-25 feet away for each team.

Instructions:

Each team lines up in single file.First scout bends over with hands on the ground.Each successive scout bends over and holds onto the ankles of the person ahead to create a caterpillar.

On 'Go' signal, each team races forward around the chair and back to the finish line.

If the caterpillar breaks, it must stop and reform before continuing on.

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Chain Gang Escape

Intended for:

Boy Scouts

Required:

rope for each scout - about 6 feet

Preparation:

Define starting line for each patrol.Pile ropes for each patrol about 20 feet from the line.Define finish line about 50 feet away.

Notes:

knot tying, patrol teamwork.

Instructions:

Your gang is being held unjustly in a state prison. The only way to escape is to get out of the prison yard by working on the chain gang and then making a run for it.

Since this is a jail break, absolute quiet is needed. A 5 second penalty is added for each instance of talking.

Each patrol lines up in single file.On 'Go' signal, each patrol leader runs to their ropes, picks them up, and returns. The patrol leader takes one rope and passes the rest back so each scout gets a rope.The patrol leader ties a bowline knot in the rope, and slips it around an ankle. The patrol leader passes the end of the rope to the next scout who ties a rope to it with a square knot.That scout then ties the rope around an ankle using a clove hitch and passes the end to the next scout.Repeat this all the way to the last scout.The last scout ties a rope on and then makes a bowline and slips it over an ankle.The last scout quietly signals the leader that the chain is complete.The entire patrol runs together to the state line (finish line) where they are safe.A referee checks all knots for correctness. Incorrect knots get a 10 second penalty. Broken knots get a 15 second penalty.

Fastest patrol after adding time penalties wins.

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Chicken Run

Intended for:

All Scouts

Required:

rubber chicken (or large bean bag)

Instructions:

Make two teams.

Leader of first team throws chicken as far as possible and yells CHICKEN RUN!The team then bunches into as small a group as they can except for one scout who is the 'runner'.The runner runs around and around the group as fast as possible, yelling out the number of laps completed.

Meanwhile, the other team runs to where the chicken landed and forms a line facing the chicken. The leader picks up the chicken and hands it over a shoulder to the scout behind. That scout hands it between legs to the next scout behind. This is repeated over-under all the way to the last scout in line. When the last scout gets the chicken, it gets thrown as far as possible and the scout yells CHICKEN RUN!

The teams switch roles running in circles and chasing the chicken for a set time limit. The team with the most laps wins.

May have rule that each scout can only be a runner or thrower once during a game.

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Circle Jump Rope

Intended for:

Cub Scouts

Required:

rope with rolled up sock or knot tied in end for weight.colored sidewalk chalk

Preparation:

Draw a 6 foot diameter circle on the ground.Around this draw a 10 foot circle, then a 14 foot circle.

Instructions:

One leader stands in the middle of the circle and swings the rope around in a circle so it is at about floor level at the outer edge which should be just outside the largest circle.All scouts stand outside the circle waiting to start.On 'Go' signal, scouts enter the circle and jump over the rope as it comes by.Scouts that land in the outer circle get 1 point, second circle gets 2 points, and inner circle gets 3 points for each time they jump over the rope.If a scout is hit by the rope causing it to stop, that scout loses 3 points.Play until someone reaches 10 points. As scouts get better, those that move to smaller circles will accumulate points faster.

The leader in the center can regulate the height of the rope by not swinging it too fast and moving it to knee or waist level which causes the inner circle to be more difficult to jump over.

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Circle Suck-ups

Intended for:

Cub Scouts

Required:

a large bowla table a drinking straw for each scout20 2-inch colored paper circles for each team - different color for each team.

Preparation:

Place the bowl in the center of the tablescatter all the paper circles around on top of the table, mixing them well.Give each scout a straw.

Instructions:

Teams group at a starting line 10-30 feet from the table.On 'Go' signal, first scout in each team runs to table, sucks up a circle of the correct color with a straw and deposits it in the bowl. The scout then runs back and tags the next scout.Scouts can only touch their straw, nothing else.

First team to collect all their circles wins or most collected at the end of a time limit.For more difficulty, have a bowl for each team back at their starting line. Each scout must suck up the circle and bring it all the way back to their bowl before the next scout goes.

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Clothespin Tag

Intended for:

All Scouts

Required:

lots of clothespins

Instructions:

Give every scout a handful of clothespins to pin anywhere on their clothes where they can be reached by other scouts.

On 'Go' signal, everyone tries to pull a clothespin off someone else. As soon as a clothespin is snatched, the scout that stole it kneels down and pins on the clothespin. While kneeling, a scout is safe from having a clothespin taken.

Set a time limit and see who (or which team) has the most clothespins when time is called.

You may need to set rules to prevent kneeling too long or kneeling without first snatching a clothespin.

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Cloud Puff Relay

Intended for:

Cub Scouts

Required:

bag of cotton ballsplastic spoon per scout

Instructions:

Object is to float the most clouds from the ocean to the mountains.Have 2 teams.Each team lines up in a single file.Each scout has a spoon.Have a set time of 2 or 3 minutes.On 'Go' signal, first in line at the ocean picks up a cotton ball cloud with a spoon. It is then passed down the line from spoon to spoon. If the cotton ball is dropped at any time during the passage, it is left there. The team to get the most clouds to the mountains at the end of their line, wins.

Or, the winning team could be the first to deliver a certain number of cotton balls to the end.

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Clue

Intended for:

Boy Scouts

Required:

3 pieces of paper and pencil for each scout.3 paper bags.

Instructions:

Similar to the boardgame of Clue!, in this game, each scout needs to combine a victim, location, and weapon to kill off another scout.This game may take days to complete so it should be ongoing as part of a weekend retreat or week-long camp.

To start, give each scout 3 pieces of paper and a pencil.Have each scout print their name on one piece of paper.Have each scout print a weapon, such as 'pencil', 'pinecone', 'wristwatch', ... on the 2nd piece of paper.Have each scout print a location around the campground or building on the last piece of paper - 'bathroom', 'firepit', 'front door', ... Put all the names in one paper bag, all the weapons in another, and all the locations in the third.

Have each scout pull a name, a weapon, and a location. Check the name immediately - if it's your own name, draw again.

Everyone must keep their three pieces of paper with them at all times. If this is not practical, they need to memorize the three items and play by honor.

Each player's goal is to get their weapon and victim to their location and announce to them that they've been eliminated or show them the papers. This 'kills off' that player. The 'killer' inherits that scout's three pieces of paper and plans the next attack.

The last scout left, or the scout who killed off the most players when time runs out, is the winner.

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Code Relay

Intended for:

Boy Scouts

Required:

paper and pencil for each patrol

Instructions:

Need an open field up to 200 yards long, depending on patrol sizes.Create a simple code for numbers equaling letters, such as the example below. One leader is the Code Keeper.

Create coded messages - one for each patrol, but all should have about the same number of letters. Possibly easier for younger patrols, such as duplicated letters or slightly shorter messages.

All patrol leaders gather with the game leader at one spot. 20 yards away stands another scout of each patrol. 20 yards farther stands another scout. And so on for as many scouts as are in the largest patrol. The last scout in each patrol needs a paper and pencil. 20 yards past this last scout stands the Code Keeper with the simple code.

To start the game, each patrol leader is given the patrol's coded message. As soon as the patrol leader gets the message, the teammate 20 yards away runs to the patrol leader. The patrol leader tells as many of the numbers as he wants to the scout.The scout runs back to his starting point while the next in line runs to meet him. He relays the numbers then returns to the patrol leader for more numbers.The 2nd scout relays to the 3rd and so on until the last scout gets the numbers. The last runs to the Code Keeper and tells each number. For each number, the Code Keeper says the corresponding letter which he writes down.

When the patrol has all the numbers transferred and decoded, the entire patrol gathers at the patrol leader and yells out the message in unison.

Patrols with fewer scouts have less chance to mis-translate, but the last scout must run farther to the Code Keeper.Patrols may try to memorize many numbers or do them one at a time to be safe.

Collection of Silly Races

Intended for:

All Scouts

Required:

newspaper or sheets of paper

Instructions:

Newspaper Race - Two newspaper sheets required per player. Each scout must race to the turning point and back, stepping only on newspapers with both feet - step on one, lay the other in front, step on it, move the first forward, and step on it and so on. No Hands Get Up - Scouts run to turning point, stop, lie down on their backs, fold hands across chest and get up without moving their arms, and run back to finish line. Toe and Heel - Runner advances by placing one foot in front of the other so that the heel of the advancing foot touches the toes of the hind foot.

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Compass & Map Relay

Intended for:

Boy Scouts

Required:

For each patrol: compass, map, pencil, 8-12 index cards.

Preparation:

On each index card write the names of 2 towns or easily identified features of the map. Copy these cards for each patrol.

Notes:

practice map reading, orienting a compass.

Instructions:

Patrols line up single file.Place the cards and pencil for each patrol about 20 feet away from the start line.Give a compass and map to each patrol leader.On 'Go' signal, patrol leader will run out and pick a card. Locate the two points on the map and plot a bearing from the first point to the second. Write the patrol name and bearing on the card and take it to the judge. Run back to hand the compass and map to the next scout in line.Repeat for each scout.

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Compass Reading

Intended for:

Boy Scouts

Required:

compass, paper, and pencil for each scout8-10 stakes in the ground with arrow markers stapled to top.

Preparation:

Place the stakes out in the play area so that each arrow points at a distant object.Write a number on the stake or marker on top - 1 through 10.Each scout should write the numbers 1-10 on a paper, with 3 lines empty between numbers.

Notes:

Good for newer scouts to build compass experience.

Instructions:

Set a time limit of 6-8 minutes.On 'GO' signal, scouts go to any stake they want. At each stake, write down what object they believe the arrow is pointing at by the corresponding number on their paper. Then, figure the bearing from the stake to that object and write it down. (Or, just find the bearing of the arrow on the marker)

When all stakes have been done or when time is called, each scout turns their paper into the judge for scoring.

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Complicated Tag

Intended for:

All Scouts

Required:

a few rubber dodgeballs

Preparation:

Mark off a large playing area - at least 15 yards by 15 yards, larger for bigger groups.

Instructions:

The goal is to be the last scout eliminated. There are 3 ways to be eliminated:

Tagged by Hand - like regular tag, someone touches you. If two scouts touch each other at the same time, they raise their hands and give each other a high five and neither is out.

Tagged by Ball - a ball touches you below the waist. It can be thrown, or bouncing, or just laying on the ground - no matter, if it touches you below the waist, you are out.

Caught Ball - if you throw a ball and someone catches it before it hits the ground, you are out.

When you are eliminated, you immediately sit down right where you are. You may no longer move from your waist down. You can still participate in the game in three ways. If you do one of these, then the other scout is eliminated and you get to stand and move again:

Tag people that run past.

Get a ball and hit someone still standing, below the waist.

Catch a thrown ball before it hits the ground.

You may need to create rules for:

Balls that go out of bounds - have scouts that don't want to play retrieve them or have the first scout to yell 'Got It!' retrieve it.

End of Game - when it gets close to the end of play time, announce that from now on no one that is eliminated can get back in the game.

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Conquer Liechtenstein

Intended for:

Boy Scouts

Required:

5x5 foot mat or 6 foot diameter circle marked on ground

Instructions:

(Liechtenstein is a tiny country of 62 square miles in Europe.)

Explain that the target area is Liechtenstein and their 'army' needs to conquer the territory and expel any opposition.

Divide group into two teams. Teams start on opposite sides of Liechtenstein about 20 feet away. On 'Go' signal, teams race to Liechtenstein and try to get as many of their teammates in the target area as possible while keeping off the other team members.After 30-45 seconds, the team leader blows a whistle or gives 'STOP' signal.The team with the most members in Liechtenstein wins that round.

Have teams regroup, strategize, and play again.

People can be pulled or pushed, but you might need to add a rule that no clothes can be grabbed.

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Counting Coup

Intended for:

All Scouts

Required:

1 or 2 patrols blindfoldmarkers such as paper squares or pennies for each scout

Instructions:

One scout is the Indian Chief blindfolded in the center of a circle. All other scouts stand outside the circle and one at a time stalk up to the chief attempting to count coup by touching the chief. If the Chief hears anything, he yells 'STOP' and the stalker must immediately freeze. The Chief points exactly where he thinks the creeping enemy is. The referee decides if the Chief was correct or not. The stalker must go by the referee's decision. If the Chief is correct, the stalker leaves a marker on the ground where the closest toe was resting and leaves the circle. If the chief is incorrect, the stalker continues on until caught or successfully touches the Chief's arm, which makes the stalker the new Chief. If no one touches the Chief, the closest one is chief next.

Variation: Have two patrols against each other. Each patrol leader is the chief for a patrol. First have one patrol try to count coup. For every scout that reaches the Chief, the patrol gets 1 point. Leave markers on the ground for those that are detected. After each patrol goes, the one with the most coup counted wins. If none reached either chief, compare the closest markers from each patrol, then the next closest pairs, ... giving one point for the closest of each pair.

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Counting Relay

Intended for:

Cub Scouts

Required:

20 or so clothespins or paperclips or rocks or ... for each team.

Instructions:

Each team lines up in single file. About 15 feet in front of each team, place a pile of items - no more than one scout can pick up. Make sure there is the same number in each pile.On 'Go' signal, the first scout in each team runs out and picks up the pile of items and runs back to the head of the line.One at a time, the scout passes an item to the scout next in line who passes it back down the line to the last scout.When the last scout has all the items, they are carried to the front of the team where the scout sits down.All the members of the team sit down and yell out the number of items in their collection to indicate they have finished.

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Crab Fights

Intended for:

All Scouts

Instructions:

Everyone gets in crab position - on hands and knees with rear underneath. (Bear position is rear up in the air).

On 'Go' signal, everyone tries to get other crabs to touch their rear to the ground. The last crab up, wins.

Referees are needed to determine when a rear hits the ground.

Could have a patrol competition.

Could have a 'Patrol Leaders' round to see which patrol has the crabbiest leader.Alternative: have each patrol lined up on the play area border at different locations. The first scout in each patrol crabs into the fight. When a scout is knocked down, the patrol gets 1 point, and the next scout in the patrol crabs in. The patrol with the fewest points wins.Patrols of smaller scouts will hopefully figure out alliances to combat larger scouts.

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Crab Scuttle

Intended for:

Cub Scouts

Preparation:

Mark a start line and end line about 20 or 30 feet away.

Instructions:

Each patrol lines up at the start line. The first scout of the patrol bends over and puts their left hand between their legs to grasp the right hand of the scout behind them. They both run as best they can to the marker at the far end of the play area.When they reach it, they do not turn, but go backwards until they reach the patrol. The second scout grabs the right hand of the next scout on the patrol with their left hand, and off the three scouts go.This continues, picking up another scout, until the entire patrol (as one continuous line) runs up and back.

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Crabs, Crows, and Cranes

Intended for:

All Scouts

Preparation:

Draw two goal lines about 50 or more feet apart. You may want to define sidelines as well.

Notes:

See Giants, Elfs, and Wizards for a similar game.

Instructions:

Split group in half.Each team forms a shoulder to shoulder line facing the other team at midfield, about 10 feet apart.

Name one team the 'Crows'. Name the other team the 'Cranes'.

When the leader yells 'CROWS!', the Crows must run back across their goal line without being tagged by a pursuing Crane. If tagged, the scout stops and joins the Cranes for the next run.

When 'CRANES!' is yelled, the pursuit is reversed.

When 'CRABS!' is yelled, everyone should stay still - anyone that moves is transferred to the other team.

The game ends when all people are on the same team and either the Crows or Cranes are extinct.

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Crack the Cracker

Intended for:

All Scouts

Required:

broomstick or long pole.one long thread for each patrol 5 or 6 saltine crackers for each patrol

Preparation:

Tie a cracker to the end of a string by threading the thread through a hole in the cracker and tieing it.Tie another cracker to the thread about 6 inches above the first.Repeat for all crackers and then tie the thread to the broom.

Notes:

This is a fun competition that takes just a minute or two but makes a big mess.

Instructions:

Call up a volunteer for each patrol. The rest of each patrol will be cheering on their scout.

Have two unbiased volunteers hold up the broomstick so the shortest scout will be able to reach the highest cracker with their mouth.Have the scouts line up behind the broomstick, facing the audience. Have one scout lined up behind each string of crackers. Have each scout clasp their hands behind their back.

Objective: Using only your mouth, be the first scout to crack all your crackers off the string. You don't have to eat them, but the string needs to be completely clean.

Alternative: Have each scout run up and crack one cracker on their patrol's string, then return and tag the next scout. This gets more scouts involved rather than watching.

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Crocodile

Intended for:

All Scouts

Preparation:

Mark the two banks of a river on the floor.

Instructions:

Split the group in half. One half goes to each side of the river.One scout is the crocodile in the river.Number off all people on each team.

The crocodile calls out a number and the scout from each team with that number must run to the far bank without being tagged.If the crocodile tags someone, they switch places.If a scout does not leave the bank before the other running scout reaches the bank, then that slow scout switches places with the crocodile. This is to keep the game moving.

No scoring, just for fun.

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Dead Ant

Intended for:

Tiger Scouts, Wolf Scouts, Bear Scouts

Required:

3 to 5 blankets or hula hoops

Instructions:

Position the hoops randomly around the play area - these are the Ant Hills.

Divide the group into 2 teams of Ants.

From each team, choose 1 or 2 Yellow Jackets - these kill ants.

Goals:

ANT - The aim of the game is to keep yourself and your fellow ants alive.

YELLOW JACKET - Kill all the ants, by tagging them.

Rules:

Once an ant has been tagged, it must lay dead on the ground with legs and arms in the air.

A dead ant can be revived by it's fellow ants if two of them carry the dead ant to an ant hill (one ant at either end using arms and legs for a safe carry). After the dead ant has been set on the ant hill it is alive and can continue playing.

Yellow Jackets cannot tag ants when they are on ant hills.

Yellow Jackets cannot tag ants when they are carrying a dead ant to an ant hill.

Ants can only stay on ant hills for 5 seconds.

The winning ant team is the team with the most ants left alive at the end of the time period.

For a more difficult game, add more yellow jackets or less ant hills.

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Defender

Draw or use rope to define a 20ft diameter circle on the floor or ground.In the center, one scout sets up the three towers however desired.All other scouts stand outside the circle with the three balls.

On 'Go', everyone tries to knock over the towers.The defender stands up knocked over towers as fast as possible.If all three towers are knocked down, the scout that threw the ball that knocked the last one over becomes the defender.

No one really 'wins'. The goal is the glory of being the defender for the longest time.You may say the defender can not interfere with thrown balls, or can try to block them.You may say one attacker can enter the ring to retrieve a dead ball, or when all balls are dead the defender tosses them all outside the ring to renew the game.

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Dissolving Necklaces

Intended for:

All Scouts

Required:

for each scout:- alka-seltzer tablet- 18-inch string- plastic baggie

Preparation:

Poke a hole through a tablet and thread it on a string. Tie to make a necklace.

Instructions:

This game is for hot summer days and can be played in shallow water, on a beach, or anyplace where there is a water supply.Participants should wear swimsuits.

Each scout puts on their necklace and fills their baggie with water.When the judge says, "GO!" everyone tries to spray the necklace of other scouts while keeping their own necklace dry.The tablets will dissolve when they get wet. When a scout's tablet dissolves, that scout is out of the game and goes to a designated area.

Can play in teams or free for all.

If not at a beach, the water supply should have a boundary around it inside of which is a free-zone for filling baggies. Also have a rule against staying in the free-zone for too long.

By partially closing the baggie, it can shoot a good stream of water.

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Ditchem

Intended for:

All Scouts

Notes:

game for a large group over a wide area

Instructions:

Identify the play area, which should be a large field or forested area.Identify a Jail Space for captured scouts.Divide the scouts into two teams.Team A has 1 minute for its scouts to hide anywhere in the designated play area while Team B has their eyes shut.A signal is given, and Team B spreads out, searching for hiding scouts.Found scouts must be tagged - rougher versions require being tackled - to be captured.Captured scouts are led to the Jail Space where they must stay - rougher versions allow captured scouts to attempt escape on the way to jail, but never once placed in the jail.Once in jail, the scout can be rescued by having a teammate run to the jail area and tag the jailed scout.The Jail can have as many guards as the searching team wants.The round is over when all hiding scouts are in jail. Then, teams switch roles and try again.

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DodgeBall in a Circle

Intended for:

All Scouts

Required:

10 or more scouts2 or more rubber dodgeballs or other safe balls

Instructions:

Draw large circle - 40 feet in diameter. All scouts are dodgers inside circle except for 1 or 2 scouts that are throwers. Throwers stay outside the circle and try to hit dodgers inside with a ball. If hit, a scout leaves the circle and becomes a thrower. Last one left wins.

Hits above the waist do not count and that thrower sits out the next round as a consequence. Dodgers can not catch the balls. If a ball bounces before hitting a dodger, it does not count.Alternative: Have all members of one patrol inside the circle and everyone else are throwers outside. When somone is hit, they sit out. Repeat for every patrol and then have winners from each patrol in the circle to find the grand champion.

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Duck the Staff

Intended for:

Boy Scouts

Required:

staff for each team(or broomstick)

Instructions:

Each patrol lines up in single file with at least 10 feet between team lines.Each patrol leader is given a staff and stands about 5 feet in front of the patrol line, facing them.On 'GO' signal, the patrol leader tosses the staff with two hands to the first in line. Leader may need to demonstrate that the staff is tossed, not thrown point-first.

The first in line tosses it back to the patrol leader and then ducks down - and hopefully keeps head covered.The patrol leader tosses the staff to the next in line and so on to the last in line.The last in line remains standing and the patrol leader tosses the staff a second time.Then, the next scout closer in line stands up and receives a toss and tosses it back. This is repeated until all teammates are again standing and the patrol leader throws the staff to the first in line.

First patrol to go through the cycle and give a yell is the winner.The perceived danger makes the activity exciting, but being hit by a dropped staff is not harmful.As long as tosses are done with two hands and not point-first, there is no real danger.

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Duck, Duck, Goose

Intended for:

Cub Scouts

Notes:

In Minnesota, it is called Duck, Duck, Grey Duck

Instructions:

Scouts sit cross-legged in a circle facing inward.

One scout walks around the outside of the circle, patting each scout in turn and saying, 'Duck'.

When she pats someone on the head and says 'Goose' instead of 'Duck', that scout must jump up and chase all the way around the circle back to the hole where she was sitting. If the chaser tags her before she reaches the hole, the chaser gets to sit down. Otherwise, she walks the circle saying Duck, Duck, Goose.

This game goes on forever until scouts tire of it. It's good for a filler as scouts arrive.

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Dungeon BreakOut

Intended for:

Boy Scouts

Required:

blindfolds

Preparation:

Mark a starting line and a finish line about 25 feet away.

Instructions:

One patrol is blindfolded - they are the Dungeon Wall.They line up across the playfield at centerline with each scout's feet spread apart and touching the foot of the scout next to them.

The other patrol is on the starting line and their job is to burrow under the Dungeon Wall and escape.

The Dungeon Wall scouts have two booby traps that can spring and catch someone trying to escape - their hands which are held at shoulder height.

When a Dungeon Wall player believes someone is trying to burrow through, the player can reach down with one hand to tag the burrower. If the burrower is touched, that player is captured and thrown in the castle tower and the booby trap can be reset. If there is no escapee there or is missed, then that booby trap is no longer usable and must be held behind the Wall player's back.

After a set time, about 3 minutes, tally the number of escapes and captures and switch sides.

One point for each escape and one point for each capture. The patrol with the most points wins.

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Execution Dodgeball

Intended for:

Boy Scouts

Required:

2 large inflated rubber balls

Preparation:

Best played in a gym.Divide the play area in thirds.

Notes:

Alertness, quickness.

Instructions:

Divide group in half. Team #1 goes in the center third of the play area. Team #2 is divided in half, and half the team goes into each of the end areas. Team #2 throws balls at Team #1. When someone is hit below the shoulders, they join the end that threw the ball. (Possible rule is that if you hit someone in the head, you sit out the rest of the round.) Team #1 in the middle does not throw the balls - they just try to dodge and stay alive. The last two scouts in the middle section win and get to start with the balls in the next round. The original Team #1 members are now in the end sections while Team #2 is in the middle.

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Exercise Relay

Intended for:

All Scouts

Preparation:

For each team, write an exercise on a separate slip of paper and put in a bag or fold in half.Place papers at a point 30 feet or more from the team.

Instructions:

Each team needs an area in which to do exercises. Each team has a bag of paper slips about 30 feet from their area.

On 'Go', the first scout of each team runs to their bag, pulls out one slip of paper, and runs back to the team.Everyone on the team performs the exercise. When the judge signals completion, the next scout runs to the bag, brings back a paper, and the team does it.

Continue until the first team has completed a set number of exercises.

Sample Exercises:

5 sit-ups

5 push ups

5 jumping jacks

5 toe touchs

5 one-legged hops

5 mountain climbers

5 deep knee bends

run in place for 10 seconds

5 calf raises

5 head-hip-ankle touchs

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Falling Staffs

Intended for:

Boy Scouts

Required:

a scout staff or 5-foot pole for each scout

Instructions:

Everyone stands in a circle, facing inward, with their staff standing on end directly in front of them.The leader gives a command of "Ready - Right" and everyone must let go of their staff and move to the right, grabbing that staff before it falls.Or, "Ready - Left" and scouts go to the left.

If someone fails to catch the target staff, they and the staff are out.When someone moves the wrong way, a collision may occur and remove two scouts at once.

When two are left, they are declared winners or can use some 1-on-1 contest, such as Rock-Paper-Scissor, to determine the ultimate champ.

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Famous Visitor

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Notes:

Improve deduction skills

Instructions:

Each patrol goes to a separate area as far away from the other patrols as possible to prevent accidental eavesdropping.Each patrol leader comes to the game leader and is told the name of the famous person for this round.Each patrol leader goes to a patrol other than their own and the patrol asks Yes-No questions to figure out who he is.The first patrol to yell out the correct name wins 1 point. The patrol of the scout answering the questions for that team also receives 1 point. After a number of rounds, the patrol with the most points wins.

Alternative: As a single team, work together in trying to guess the identities as quickly as possible.

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Feather Toss

Intended for:

Cub Scouts

Required:

large feather for each patrol - turkey, pheasant, duck, goose

Instructions:

Mark a start and finish line.

First scout in each patrol gets a feather.On 'GO', throw the feather towards the finish line.From where it lands, throw again, repeating until it lands past the finish line.Pick up the feather and run it back to the next scout.First patrol done, wins.

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Fight for Attention

Intended for:

Boy Scouts

Notes:

This is not an active game, but it can be quite entertaining.

Instructions:

Two scouts stand in the front of the troop. They are given a topic to talk about and 20 seconds to prepare.

On GO signal, both scouts give a speech about their topic - at the same time - trying to keep the audience listening to their speech rather than the other speaker.

At the end of one minute, or some set time, the audience votes for the one that held their attention best.

Played as patrols, each win gets a point for your patrol. After every patrol has had four different scouts speak, the results are tallied. More than 6 patrols and it may start to get boring, since that is 12 speeches.

Fighter Pilots

Give them enough time to do their best building the kit because they will be used in a competition next.

Show how the airplanes can have their flight pattern adjusted by carefully modifying the tail and wings.

Let the scouts practice for awhile.

Set up a number of tasks to complete and give out a prize at each one. Possibly have an adult at each task and have the scouts rotate through in groups of 2 or 3.

Tasks:

Distance - how far the plane flies from a starting line.

Accuracy - closest to a target 20 feet away.

Trick Flying - a hula hoop set on end 15 feet away - try to fly through it.

Boomerang - through your plane and catch it in the air closest to the spot from where you threw it.

Anything else you invent!

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Find It

Intended for:

Cub Scouts

Required:

a small object such as a coin or thimble or key

Instructions:

Show the scouts the object.Have all the scouts leave the room or cover their eyes.Place the object in plain view, but someplace where it may be overlooked.Call the scouts back in to hunt for the object.When scouts find the object, they should sit quietly in the center of the room until everyone has found it. If a scout or two are not able to find it, you can alter the game into "Hotter - Colder" to help them.

The first scout to find the object gets to hide it next time.

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Find the Leader

Intended for:

Cub Scouts

Notes:

improve observation skills

Instructions:

All scouts sit in a circle.One scout is 'It' and leaves the room. One scout is chosen to be the 'Leader'. The Leader's job is to do a motion that all the other scouts follow - waving hand, clapping, blinking, scratching, ...'It' is called back in the room and has 3 guesses to Find the Leader.

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Finger Jousting

Intended for:

All Scouts

Instructions:

This is a great game to pass the time before a meeting, or any time. It just takes two people of any size - a smaller, quick scout can often win over a stronger, larger opponent.

Scouts face each other and clasp their right hands as if to arm wrestle, but with the index finger extended. The index finger is the Lance used to stab the opponent.

On 'Go', the first scout to touch the other's body anyplace except on the right arm with the index finger receives a point.

Fire Brigade

Intended for:

All Scouts

Required:

1 full water bucket per team.1 cone, stick, or marker per team.

Preparation:

Draw start line and place cone about 30-40 feet out from start.

Instructions:

Have patrols line up single file at start line.Each patrol leader is given bucket of water.On 'Go' signal, patrol leader runs out around cone and back to the end of the line. The bucket gets passed up the line to the first scout in line who runs around the cone.Repeat for 10 laps.The first patrol to complete 10 laps gets 15 points, second team gets 10 points, third team gets 6 points - minus 3 points for each 1/2 inch of water lost. Special 5 point bonus for the patrol with the most water remaining.

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First Aid Relays

Intended for:

Boy Scouts, Webelos Scouts

Notes:

These are a handful of different First Aid games that can be fun and useful.Make sure scouts have been taught the various skills before doing the games.

Instructions:

Fireman's Drag Relay:Two teams - half the members of each team are firemen, the other half are victims and are laying on their backs. On signal, the first fireman runs up to a victim, ties the wrists together with a neckerchief, and pulls the victim back to the starting line with the fireman's drag. Touch off the next fireman, who then rescues the next victim. First team to bring in all their victims wins.

Two-Man Carry Relay:Number each scout on each team. #1 and #2 carry #3 using a four-hand seat carry for conscious victim to end and back.#2 and #3 carry #4. Continue through scouts. Next-to-Last and Last carry #1. Last and #1 carry #2.If a victim touches the ground, stop and do some penalty, re-form the carry and continue.

Stretcher Relay:Need two staffs and a blanket for each team to create stretchers. Also need paper cups and water.#1 and #2 create a stretcher and carry #3 to end and take stretcher apart. Each scout brings back one piece of the stretcher.#2 and #3 carry #4. Continue through scouts. Next-to-Last and Last carry #1. Last and #1 carry #2.Bonus: Have the victim carry a paper cup of water. The team with the most water left gets a bonus.

Arm Sling Relay:Teams line up in relay formation with one scout acting as victim and standing in front of the team 30 feet away. All other scouts have their neckerchiefs on properly. The first scout on each team runs to the victim, asks what is wrong, and applies an arm sling to the arm indicated. When the judge sees that the sling is correct, he calls out "Cured!". The scout removes the sling and becomes the victim. The previous victim runs back to touch the next member of the team. This continues until all on the team have been victim and rescuer.

Pressure Pad Relay:Teams line up in relay formation with one scout acting as victim and sitting in front of the team 30 feet away. All other scouts have their neckerchiefs on properly. The first scout on each team runs to the victim, asks what is wrong, and applies a neckerchief folded into a pressure pad where indicated. When the judge sees that the pad is correct, he calls out "Cured!". The scout removes the pad and becomes the next bleeding victim. The previous victim runs back to touch the next member of the team and puts neckerchief back on. This continues until all on the team have been victim and rescuer.

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First Class Relay A Favorite Game

Intended for:

Boy Scouts

Required:

pole per patrol rope per patrol kerchief per patrol ace bandage per patrol One adult per patrol as judge.

Notes:

Good reinforcement of skills required for First Class.Also a good review for older scouts since they tend to forget quite a bit without review.

Instructions:

This is a relay between patrols to demonstrate First Class skills and knowledge.

The adult assigned to each patrol positions himself 10, 20, or 30 feet from the patrol. He has a list of Tenderfoot, 2nd Class, and 1st Class questions. Tenderfoot are worth 10 points, 2nd are worth 15, and 1st are worth 20.

At the signal, each patrol leader runs to their patrol's judge and tells him what level question is wanted - Tenderfoot, 2nd, or 1st. The judge asks for a skill demonstration or answer to a question from that category. If the scout is successful, the judge checks off the question and the scout runs back to tag the next scout. If the scout is incorrect, the skill is not checked off and no points are earned.

After a set time limit, the patrol with the most points wins. Or, the patrol to answer all questions first wins.

Tenderfoot SkillsShow the Scout Sign. Say the Scout Oath (make sure they use the Scout Sign). Say the Scout Law (make sure they use the Scout Sign). Say the Scout Motto. Say the Scout Slogan. What is your patrol name? What is your patrol yell? Describe your patrol flag. Tie two half hitches. Tie a tautline hitch. Describe treatment for simple cuts and scratches. Describe treatment for blisters on the hand and foot. Describe treatment for minor burns or scalds (first degree). Describe treatment for bites and stings of insects and ticks. Describe treatment for a poisonous snakebite. Describe treatment for a nosebleed. Describe treatment for frostbite. Describe treatment for sunburn.

Second Class SkillsWhen is it appropriate to use a cooking fire? When is it appropriate to use a lightweight stove? Describe treatment for stopped breathing. Describe treatment for serious bleeding. Describe treatment for internal poisoning. Describe treatment for an object in the eye. Describe treatment for a bite of a suspected rabid animal. Describe treatment for puncture wounds from a splinter. Describe treatment for puncture wounds from a nail. Describe treatment for puncture wounds from a fishhook. Describe treatment for serious burns (second degree). Describe treatment for heat exhaustion. Describe treatment for shock. Describe treatment for heatstroke. Describe treatment for dehydration. Describe treatment for hypothermia. Describe treatment for hyperventilation.

First Class SkillsTie a timber hitch. Tie a clove hitch. Tie a bowline. Demonstrate bandages for a sprained ankle.Demonstrate bandages for injuries on the head.Demonstrate bandages for the upper arm.Demonstrate bandages for the collarbone. Tell the five most common signs of a heart attack. Explain the steps in cardiopulmonary resuscitation (CPR).

Fishing for Mousetraps

Place the loaded mousetrap about 12 feet out from a starting line (the shore).

Each patrol tries to be first to retrieve their mousetrap.

They may decide to just tie the ropes together and toss it out, but chances are this will spring the trap without having it catch on the rope.The hope is that they will tie the poles together and dangle the last rope from the end to spring the trap. You may spell out this rule if needed.

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Fist Ball

Intended for:

Boy Scouts, Webelos Scouts

Required:

tennis ball

Instructions:

To start, define the play field and then everyone gathers in a circle shoulder to shoulder facing inward with one scout in the center holding the tennis ball. The scouts making the circle can not move their feet. The scout in the center closes both eyes, starts spinning around and lets loose the ball. Whoever is hit by the ball is IT and the game immediately begins.

IT hits another scout with the ball to make them an IT also. The last scout to be hit is the champion and starts the next game. The ITs can work together, throwing the ball around to get a good shot at someone.

Those that are not IT can do two special things:

If the ball is thrown at you, you can block it with your closed fists. So, a hit on the closed fist does not make you an IT.

You can pick up the ball with your closed fists and toss it or punch it far away or to another free scout. The idea being to keep it away from the ITs.

It can be a challenge to determine who is IT or not. One way to make it easier is to implement the rule that anyone not IT needs to keep their hands as fists at all times.

For larger groups, two balls can be used.

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Fitness Relay

Intended for:

All Scouts

Required:

For each team, a paper bag containing cards with one task on each card.

Preparation:

Draw start line and put cone out about 20-40 feet.Place paper bag with cards at start line.

Notes:

Fitness, teamwork

Instructions:

Patrols line up single file.On 'Go' signal, patrol leader picks card from bag, reads it and does that task out around the cone and back to tag the next scout.A scout can not choose a card until tagged.First patrol to get through all tasks wins.

May demonstrate each of the tasks first so scouts know what they are.

Example Tasks: Hop on left foot, Hop on right foot, Hop with both feet together, Walk backwards, Walk heel-to-toe, Walk blindfolded, Run, Bear walk, Carry a person or have a person carry you, Hold hands between knees, and so on.

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Flip a Deck Relay

Intended for:

Cub Scouts

Required:

a deck of cards

Instructions:

Up to 4 patrols per deck of cards - use more decks if needed.

Separate the cards into a suit per patrol.

Patrols line up at one end of the play area while their 13 cards are shuffled and laid face down at the other end, about 50 feet away.

On 'GO', first scout in each patrol runs down and flips over one card in their group. If it is the 2, it stays faceup and the scout flips another. When an out-of-order card is flipped, the scout flips it back facedown and runs back.

The next scout is tagged and runs down, trying to find the 3, then 4, then 5, ...

The winner is the patrol to have all their cards face up and all scouts at the start line.

Communicating which cards are known helps a team work together.After running through it once, allow patrols to make a plan and try it again.

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Flip the Penny

Intended for:

All Scouts

Required:

a pennya tennis ball or small rubber ball

Instructions:

Place penny on the ground.Two scouts face each other, each about 3 or 4 feet from the penny.Scouts take turns throwing ball at the penny.Each hit on the penny is worth 1 point.Flipping the penny from heads to tails or tails to heads is worth 3 points.First scout to 15 or whatever score you choose is the winner.

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Flying Dutchman

Intended for:

Cub Scouts

Instructions:

Stand in circle facing inward holding hands.

Two scouts hold hands outside the circle and are the Flying Dutchman. They circle the world, looking for a harbor in which to rest.

As they walk around the circle, the Flying Dutchman slaps the handhold of two scouts. Those two scouts must leave the circle as a pair and run around the circle in the opposite direction as the Flying Dutchman.

Whichever pair reaches the opening again first, reaches safe harbor. The other pair is now the Flying Dutchman.

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Football Scramble

Intended for:

All Scouts

Required:

a football, soccer ball, or nerf ball

Instructions:

This is a fast, active game with the direction of play changing constantly.

Two teams on a football field or similar area.Play starts with a kick-off. Play resumes with a kick-off after a score.A team advances the ball to the opponent's end zone by throwing or kicking the ball.Rules:

There is no tackling.

Any scout may catch, pick up, or kick the ball.

An opponent may not take the ball when it is in the hands of a player.

A scout may take no more than 5 steps with the ball.

To score, the ball must be caught in the end zone.

A scout may not take steps into the end zone with the ball to score.

If the ball touches the ground in the end zone for any reason, possession goes to that defending team.

A dropped pass in the field does not mean the other team takes control. Whoever picks up the ball is on offense.A scout could dribble the ball down the field by kicking it or tossing it in the air to themself. You might want to add a rule that no one can touch the ball twice in succession.

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Four Kings

Intended for:

Boy Scouts

Required:

paper and pencil

Instructions:

Divide the group of at least 12 people into two teams by combining patrols, or by gender if co-ed, or by red vs. black cards in a deck. Players need to remember who is on their team.

Place four chairs in a row or mark four positions on the ground. These are the thrones where the Four Kings will sit.Write the name of each scout on a separate slip of paper and place them all in a bag, hat, or bucket.Randomly choose names from the hat, one at a time, to decide who will start sitting on the thrones. There must be two from each team.Everyone else makes a circle on the ground, including the four thrones as part of the circle, plus one empty spot someplace in the circle.Mix up all the slips of paper with names and pass it around the circle, everyone choosing one slip and showing no one.The scout to the right of the empty spot in the circle calls out someone's name. Whoever has that name on the slip of paper moves to the vacant spot in the circle and exchanges slips with the scout to their right (the person that called out the name).Now, the player to the right of the open spot (where the last scout moved from) calls out a name. The scout with that name on the paper moves to the vacant spot, exchanges slips, and the process continues.

As soon as all four thrones are occupied by members of the same team, that team wins the round and the paper slips are reshuffled and passed out again for another round.

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Fox and Hounds

Intended for:

Boy Scouts

Required:

whistle for each fox.watch for each fox.

Preparation:

Select one volunteer fox for each patrol.Give each fox a whistle and tell each fox to make up a unique whistle signal.Foxes should synchronize watches.

Notes:

This is more fun after dusk when it is darker and more difficult to see running foxes.

Instructions:

Line up the foxes and have all the patrols gather. Tell each patrol which fox they will be chasing and have that fox blow their special signal so the patrol knows what to listen for. Once all foxes are assigned to patrols, give the foxes 3 minutes to disperse into the surrounding countryside, within easy hearing range of the leader's whistle. The leader should blow a whistle every 30 seconds so the foxes know they have not gone too far. When the leader gives the signal to begin (a very long blast on the whistle) then each fox gives their signal. From then on, each fox should give their signal about every 30-45 seconds so the hounds can track it. Foxes can walk, run, or crawl from place to place as they please.

Patrols listen for their fox's signal and then take off tracking. Patrols must remain together as a single group. When a fox is caught, the fox should make note of the time and return to camp with the hounds. When all have returned, compare times to find the winning patrol.

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Fox Hunt

Intended for:

Boy Scouts

Instructions:

This is a great activity after a fresh snow. A large open area (such as a camp) is needed. Everyone must have a buddy for the game.

A pair of scouts volunteer to be the foxes. They must remain together throughout the game.

The foxes run off together from the starting location.Four or five minutes later, the leader releases the hounds (all the other scouts).

The hounds track the foxes and try to catch them before the leader's whistle signals the end of the game. This should be about 30-40 minutes.

A few 'rules':

If the foxes come across any human prints in the snow, they must drag their feet across the path to make it obvious where they went. They can not walk on a path to disguise their prints.

The foxes can leap off their own trail to force the hounds to look around for their tracks.

The foxes can walk along a down tree trunk, wall, or bare area for up to 30 feet at a time.

The hounds win if they catch both foxes by tagging them.The foxes win if they get back to the starting location within 10 minutes after the whistle, but not before the whistle.For more than a dozen scouts, have more pairs of foxes and split the hounds. It is two or more separate games taking place at once.

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Free For All Soccer

Intended for:

All Scouts

Required:

A soccer ball and anything that can be used to determine goals, such as trees, water bottles, orange cones, etc.

Preparation:

Set the ball in the center of the play area and put the goal markers in their spots.

Instructions:

Everyone stands at least 10 feet away from the ball in the center of the play area.

On "GO", everyone plays soccer, except that each scout is the only person on their team. There is no one to pass to, so each scout tries to control the ball and score a goal individually.To score, a player kicks the ball through any goal except their own.

When the ball goes out of bounds, the scout whose own goal is closest to the ball retrieves it and kicks it into play from their own goal. While this goal kick is being made, everyone must stand 10 feet or more from the ball. If a goal is made, the kicker again kicks it from their goal.

The first scout to score a set number of goals is the winner.You may have teams of two or three scouts if there are more than about 10 scouts.You could have patrols against each other for an troop game.

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Frisbee Golf

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Required:

Flying disc for each scout

Instructions:

Lay out a course with Tees and marked Holes.Or, take turns having each scout locate a distant object and say it is the target.

Play the course together as a patrol.Scouts take turns throwing their discs towards the target, keeping track of the number of throws.Scout with fewest throws to hit the target wins the hole.

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Frisbee Golf with compasses

Intended for:

Cub Scouts

Required:

large field (300' x 200') as big as a football fieldFrisbee for each team12 small orange conesCompass for each teamPrint out of Game Sheet for each teamPen for each team

Instructions:

This game combines Frisbee Golf with Compass reading for a fun competition within a patrol or between patrols.Number each cone from 1 to 12 by writing the number on the inside with a permanent marker. (You could use paper plates or other objects)Using a compass, lay out the cones in a large field like this diagram. (Notice North is to the right!)

The Game:4 teams. (2 man teams work best)One scout throws the frisbee, the other scout works the compass, points, keeps track of the number of throws, and writes down the cone #.

All teams start at cone 1 at the same time. Everyone finishes at cone 9. 1st team to navigate the course the fastest in the fewest throws with the right cone numbers written down on their game sheet wins.

The Rules:

Teams must switch thrower/tracker roles each hole.

Teams must throw their frisbee until it hits the cone before they can lift it to find its number.

Throwers can take no steps while holding the frisbee.

Scoring: The simplest way to score is have the first team to final cone with the correct cone numbers be the winner. You could add a 5 second or 10 second penalty for every throw over 9 taken, but more throws tend to take more time anyway.

Team Scoring Sheets

RED TEAM - START AT CONE # 1

FLY SW 140' = CONE # ______

FLY N 100' = CONE #______

FLY NE 140' = CONE #______

FLY SE 140' = CONE #______

FLY N 100' = CONE #______

FLY N 100' = CONE #______

FLY W 100' = CONE #______

FLY SW 140' = CONE #______

FLY E 100' = CONE #______

BLUE TEAM - START AT CONE # 1

FLY SE 140' = CONE # ______

FLY W 100' = CONE #______

FLY NW 140' = CONE #______

FLY N 100' = CONE #______

FLY E 100' = CONE #______

FLY NW 140' = CONE #______

FLY E 100' = CONE #______

FLY SE 140' = CONE #______

FLY W 100' = CONE #______

PURPLE TEAM - START AT CONE # 1

FLY NE 140' = CONE # ______

FLY N 100' = CONE #______

FLY W 100' = CONE #______

FLY W 100' = CONE #______

FLY SE 140' = CONE #______

FLY SW 140' = CONE #______

FLY SE 140' = CONE #______

FLY N 100' = CONE #______

FLY N 100' = CONE #______

GREEN TEAM - START AT CONE # 1

FLY NW 140' = CONE # ______

FLY N 100' = CONE #______

FLY SE 140' = CONE #______

FLY E 100' = CONE #______

FLY S 100' = CONE #______

FLY SW 140' = CONE #______

FLY W 100' = CONE #______

FLY N 100' = CONE #______

FLY NE 140' = CONE #______

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Frisbee Soccer

Required:

a frisbeea soccer or football field

Notes:

similar to Ultimate Frisbee, but easier. Lots of running and throwing.

Instructions:

Split troop into two teams - keep patrols together.

Play just like soccer except with a frisbee.

If a scout with the frisbee is two-hand tagged, the scout must immediately stop and throw the frisbee within 3 seconds.

If the frisbee touches the ground inside the penalty box, the goalie retrieves it and passes it out.

Shots on goal must be taken from outside the penalty box.

You may need to implement penalties for roughness. There should be no purposeful contact and a 2-minute timeout for the first penalty should stop it.

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Frog or Kangaroo Relay

Intended for:

All Scouts

Instructions:

From a starting line, the first scout on a team does a standing long jump with feet together, as far as possible.The next scout on the team does a jump starting with toes at the first scout's shortest mark, whether it be from hand, foot, or rear.

The winning team is the one that has a longest total jump distance.

Taller scouts and teams with more scouts are favored, but a few older scouts against many younger scouts may even out.

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Frogs and Flies

Intended for:

Cub Scouts

Notes:

a version of Wink Murder

Instructions:

Scouts sit in a circle facing inward with one scout in the center - this is the Frogcatcher.Everyone closes their eyes while the leader walks around the circle and taps one scout on the shoulder. This scout will be the Frog.On 'Go' signal, everyone opens their eyes and looks around at all the other scouts. They should keep their eyes moving around taking a look at everyone else in the circle.The FROG's job is to stick their tongue out at a fly to kill it - without letting the Frogcatcher in the center notice. When a fly notices the frog sticking their tongue out, the fly falls dead immediately.

The Frogcatcher watches the scouts, trying to find the frog. The Frogcatcher gets 3 guesses to determine the frog before the frog eats all the flies.

Then, the Frog becomes the Frogcatcher and a new round starts.

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Fumble Fingers Relay

Intended for:

Cub Scouts

Required:

2 pairs of large gloves or mittens2 plastic jars with screw lids10 toothpicks or assorted small trinkets

Preparation:

For each team, place 1/2 the items in the jar and scew on the lid. Place the jar and gloves at the goal line for the team.

Instructions:

Line the two teams up at the starting line.On 'Go' signal, the first in each team runs to the goal line, puts on the gloves, removes the lid, dumps out the contents, puts the contents back in, and screws on the lid. Then carries the gloves back to the next in line to repeat the task.

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Fuzz Stick Relay

Intended for:

Boy Scouts

Required:

pocketknife and 9inch dry stick of softwood

Preparation:

Define starting line and place knife and stick for each patrol out about 40 feet.

Notes:

Emphasize knife safety before the race.

Instructions:

On go signal, first scout runs to cutting area, opens knife, and cuts one sliver on the fuzz stick, closes the knife, and runs back to tag the next scout.Each scout repeats until there are 12 or 20 slivers on the stick.

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Giants, Elfs, and Wizards

Intended for:

All Scouts

Preparation:

Set up a playing area with safe zones marked at each end, about 60 feet apart.

Give scouts practice by calling out the characters and having them do the actions.

Split the group into two teams.

Each team huddles to decide on character.

Teams line up facing each other at midfield with about 5 feet between teams.

On signal, each team strikes pose for their character. Whichever team 'wins' chases the other team back to their safe zone. Those that are tagged join the chasing team.

Giant squishes Elf

Wizard zaps Giant

Elf shoots Wizard with a bow

Each team huddles to determine new character and repeat until all scouts are on the same team.

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Gift Givers

Intended for:

Tiger Scouts

Required:

1 beanbag per scout.4 cardboard boxes.

Preparation:

Set up the boxes in a square pattern in the play area about 20 feet apart.Put an even number of beanbags in each box.

Notes:

Before playing talk about how giving to others that have very little is being charitable and is a good, helpful thing to do.

Instructions:

Scouts are divided into four equal teams. Each team has a box with beanbags representing their wealth. On the signal to begin, each scout attempts to take their treasure to one of the other teams. Players will continue placing their treasure in another team's box for a specified amount of time (2 minutes). Players may carry only one bean bag at a time. Bean bags must be placed, not thrown into boxes. Team with the fewest bean bags will be declared the most Charitable.

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Good Morning, Captain

Intended for:

Cub Scouts

Required:

5 or more scouts

Instructions:

The group sits all facing the front.One scout stands in front of the group, facing the group - this is the Chooser.Another scout stands next to the Chooser and is the Captain, but facing away from the group.

To play, the Chooser points to a scout who is the Speaker. The Speaker says, "Good Morning, Captain!" in a disguised voice. The Captain guesses who said it. If correct, the scout continues as Captain. If incorrect, the scout repeats, "I said, Good Morning, Captain!". If the Captain fails a second time, the Captain returns to the group, the Chooser is the new Captain, and the Speaker is the new Chooser.

You may prefer to only give a Captain one chance, especially if you have a smaller group.

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Gooey Gobble

Intended for:

All Scouts

Required:

2 or 3 large marshmallows per scout.a long string or fishing line per patrol.

Preparation:

Optionally, freeze the marshmallows to make them firm.Poke a hole through each marshmallow with a skewer and string it onto the line. Put the same number on each line - 16 or 24 for an 8-person patrol.Tie the string between two trees at about chest height.

Instructions:

Patrols line up at a starting line about 10 feet or so from the strings of marshmallows. On 'Go' signal, first scout in each patrol runs to their string, eats one marshmallow with hands clasped behind back, then tags next in line. Repeat for a set time length or until one patrol has eaten all their marshmallows.

Each eaten marshmallow is worth 5 points. Any touching marshmallows with hands takes away 3 points. Any dropped pieces on the ground take away 3 points, unless they are eaten.

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Grab Five

Intended for:

All Scouts

Required:

5 stones, coins, or buttons.Up to 18 scouts. If you have more than 18 players, set up separate games.

Instructions:

Draw a 6 inch circle on the ground or place a paper plate on the floor.In this circle, place 5 stones.About 20 feet away make another circle or plate.20 feet the other direction, make another circle or plate so there are 3 circles in a row.

Divide into two even-numbered teams.Teams sit on the ground in parallel lines, one team on each side of the row of circles. The leader numbers off everyone in one team then in the other team, in the opposite direction.

To play, the leader calls out a number. Those numbered scouts from each team run to the center circle and each grab a stone. They run to their own team's end circle and place the stone there.They run back for the second stone and place it in their end circle.

The first scout to get back to the center circle and grab the last stone wins the round.First team to some specified number wins.

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Greased Watermelon A Favorite Game

Intended for:

Boy Scouts

Location:

This Game should be held in water.

Required:

watermelonshortening

Preparation:

coat the watermelon with shortening to make it slippery.Define the play area in the water with a center line and two endzone goal lines.Water should be between waist and chest deep.

Notes:

Follow safe swim practices.

Instructions:

Divide into two teams, each lining up on their goal line.Float the watermelon at the center line.Object is to acquire watermelon and move it across the opposing goal line.The watermelon can not be lifted out of the water.

Safety: Lifeguards need to pay very close attention to the scrimmages and keep a sharp eye out.

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Group Push

Intended for:

Boy Scouts

Preparation:

Mark out large squares on the ground or floor with chalk, rope, or tape - as many as you have patrols.The squares should be large enough for the entire troop to stand inside comfortably.The squares should be in a long line with sides touching.

Notes:

Remind larger scouts of potential injury and be prepared to blow a whistle to stop the game when needed.

Instructions:

The goal is to have the lowest average score, similar to golf.Each square has a point value starting at 1 up to the number of squares.All scouts start in square #1.On the 'GO' signal, scouts try to push other scouts into the next square in line, #2 then #3 then #4 ...When any part of a scout touches inside the next square, that scout is out and must go to that square.Scouts pushed out the sides of a square return into that square at the exact spot they were pushed out.The game ends when there is no one left to push or a time limit is called.

A team's score is calculated by adding up the value of the square in which each scout is left standing and dividing that by the number of people in the patrol. This game gives a tremendous advantage to larger, stronger scouts - but groups of scouts can work together.After playing once, it might be good to reflect and see if the troop wants to try it again.

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Guardian

Intended for:

All Scouts

Required:

6 to 15 scouts.tennis balls or Nerf football or other kind of balls.5 or 6 plastic soda bottles.

Instructions:

One scout is the 'Guardian' with the job of protecting the pillars of energy from incoming meteors.

Draw a circle about 20 to 30 feet in diameter and have all scouts outside the circle. The Guardian stands in the center of the circle and sets up the pillars in a circle around the Guardian.Give one scout a ball. Scouts try to throw the ball and knock down a pillar. The Guardian protects the pillars by catching the ball or knocking it away.Whoever knocks down a pillar gets a point per pillar. The Guardian gets a point for every pillar left standing after 2 minutes (adjust the time as needed).When the Guardian stops the ball, the Guardian rolls it back out to the circle of players immediately. Players can not come inside the circle.

Using a Nerf ball or tennis ball is safer. If the Guardian seems to be having a very easy time, use 2 balls.

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Heave, Ho, Throw

Intended for:

Cub Scouts

Required:

25 foot rope for each team.

Notes:

Practice throwing rescues for water safety.

Instructions:

Teams line up single file at a starting line. One scout from each team sits down facing their team about 20-25 feet in front of the line.First scout in each team has a rope. Each scout makes one throw with the rope trying to reach the drowning scout. The sitting scout tries to reach the rope being thrown by leaning and reaching, but not moving on the ground.Each scout throws the rope once and then goes to the end of the line. Count how many scouts are in the largest team so all teams throw the same number of times, possibly some scouts throwing twice.

Teams score one point whenever the drowning scout can reach the rope thrown and the rescuing scout does not lose the rope. The team with the most points when all members have thrown is the winner.

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High Adventure Race

Intended for:

Boy Scouts

Preparation:

Need a judge for each patrol.

Instructions:

Scouts are going on a high adventure outing. They need to backpack, set up a tent, portage a canoe, lash a camp gadget - all using just scouts. Backpack: Each of one half the team carries one other team member like a backpack for a set distance. Points for speed and secure pack. Tent: Team splits in half and forms two parallel lines facing each other. They lean in towards a partner, supporting each other with their hands to form a tent-like 'A' structure. Points for the distance between partners, for style, for speed.Portage: One scout lays down perfectly straight and rigid. All the rest hoist this scout unto their shoulders and carry the scout a set distance. Points for speed, safety, canoe rigidity.Lashing: Team needs to build a camp gadget using all team members. Points for creativity and implementation.

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Hit the Bucket

Intended for:

All Scouts

Required:

tin bucket to stand on.18 inch long dowel or stick.tennis ball or small rubber ball.

Notes:

This game is fun to play during free time and does not need to have scoring.

Instructions:

Turn the bucket upside down and one scout stands on the bucket while holding the dowel as a bat.All other scouts try to hit the bucket with the ball while the scout on top tries to deflect the ball with the stick.If a scout hits the bucket, then that scout gets to be on top.If the scout on top falls off, then the scout that last threw the ball gets to be on top.

The ball must be thrown from the spot where it is picked up after the last throw and/or deflection.

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Hoop on a Loop

Intended for:

All Scouts

Required:

hula hoop or 8 foot length of rope tied in a circle for each patrol

Notes:

You may even up the number of scouts in each patrol to make the game fair.

Instructions:

Each patrol stands in a circle, facing inward. The hoop is hung on one scout's arm. Each scout in a patrol holds hands with neighbors so the circle is complete and the hoop is hanging.

On 'GO', each patrol moves the hoop around their circle from scout to scout without letting go of hands.

First patrol to finish 2 or 3 laps wins.

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Hop the Staff

Intended for:

Cub Scouts

Required:

broomstick or staff for each team

Instructions:

Each team lines up in single file with the first scout holding the staff.On 'GO', the 1st and 2nd scouts hold an end of the staff. Carrying the staff at about knee height, they walk as quickly as they can to the end of the line, having each scout jump over the staff as it passes under their knees.When they reach the end, 1st scout joins the end of the line while 2nd scout returns the staff to the front. There, 2nd and 3rd scouts walk the staff down the line.Repeat this until the team is back in its original order.

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Hot and Cold

Intended for:

Cub Scouts

Instructions:

One scout is 'It' and leaves the room or play area.The other scouts decide on an item for It to locate - a rock, a neckerchief slide, a staff.When It returns, everyone says "hotter" or "colder" as It gets closer or farther from the item until it is located.See who can find the chosen item fastest.

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Human Chain Race

Intended for:

Cub Scouts

Instructions:

Each team lines up in single file. Each scout reachs down between their legs with their right hand and grabs the left hand of the scout behind to make one long chain.

On 'Go' signal, each team races forward around the turning point and back to the finish line.

If the chain breaks, it must stop and reform before continuing on.

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Human Compass

Intended for:

Boy Scouts

Instructions:

All scouts spread out with arms length between scouts. Choose one wall of the room to be 'North'. Each scout is a compass. The leader calls out a direction, such as 'South', 'NorthWest', ... and all compasses face that direction before the leader calls out 'Freeze'.

All scouts facing the wrong way sit down. Continue until there is only one scout left.

Optional:

Have players keep their eyes closed while playing

For more difficulty, call bearings '245 degrees', '180 degrees', ...

For a change, play a round where those that are correct sit down. The last one standing needs to do some compass practice.

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Human Foosball

Intended for:

All Scouts

Required:

balloons

Instructions:

Divide the group in half. Sit the scouts down in a pattern as below, placing them very close together. Make the pattern as large as needed for group.

The 'X's try to move the balloon to the 'O's endzone by batting it in the air. The 'O's try to move it the other direction. 2 points are scored if the balloon hits the floor past the end zone. 1 point is scored if a scout on opposing team catches or grabs the balloon - only hitting is allowed.

Players must remain seated.

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Human Ladder Race

Intended for:

All Scouts

Preparation:

Place two lines, poles, or markers of some kind about 30 feet apart. Place two ribbons or flags on one of the markers.

Instructions:

Line up two patrols facing each other with patrol leaders at the head of the line facing each other. Each scout should be shoulder to shoulder with their teammates. Have all scouts sit down with legs extended together straight forward so their feet touch the feet of the scout from the other patrol across from them. Arrange the people so the feet are lined up all the way down the line, like this:

In the diagram, the 'F' is the flag. The 'x' is the 2nd marker. The patrol leader is the scout at the top of each column of sitting scouts. On signal, each patrol leader jumps up and runs to the patrol's flag, grabs it, runs down to the 2nd marker, stepping over the legs of their patrol. When they touch the 2nd marker, they run back to their starting place and sit down. They then hand the flag to the next scout in line who runs the same course. In this way, the first scout that a running scout steps over is the scout that just ran - this should help eliminate false starts.

The last scout to run places the flag on the 2nd marker and the first patrol to do that is the winner.

Alternate Layout: You can place obstacles such as tires, chairs, benches, knots to tie, questions to answer, ... outside the lines of scouts. Instead of having each scout run over the legs twice, you could have them run one length of the course behind their team forcing them to accomplish the obstacles.

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Hunker Down A Favorite Game

One scout stands on each pedestal, holding an end of the rope.On the leader's signal, each scout tries to cause the other to step off their pedestal or let go of the rope, by pulling or pushing the rope. Instead of a rope and pedestals, two scouts can stand on a plank laid across the two pedestals. Then, they try to get the other to step off by:

hold a 2 foot stick or dowel with one hand and twist it around

hold a short rope with a loop tied in each end

hold each others right hand, then left hand

push open palm of right hand against opponent's open palm

place one hand open flat in the center of opponent's chest

link pinkie fingers of right hand

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I Am Mr. Smith

Intended for:

Boy Scouts

Required:

paper and pencil per scout 4 or 5 adult leaderschalkboard or flipchart

Instructions:

All scouts are given paper and pencil.The 5 adult leaders stand at the back of the room.All scouts sit down facing the front of the room - they may not glance to the back of the room during the game.

The game leader stands at the front of the room. The game leader writes "Mr. Smith" or "Mrs. Jones" or the name of any of the adult leaders on the board.Each scout writes that name on their paper.

The game leader points to the first adult leader, saying "Number 1?". He replies, "I am Mr. Smith" in a disquised voice.The game leader points to the next and says, "Number 2?" and he replies. And so on for all adults.

Scouts write down the number of the adult they believe is the real Mr. Smith.

Erase the name on the board and repeat for each of the adult leader names.

Each correct Name - number match is worth 1 point. Tally the total points in a patrol and divide by number of patrol members. Patrol with the highest average points wins.

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I'm Taking

Intended for:

All Scouts

Notes:

This is a 'figure it out' game.

Instructions:

One scout starts by thinking up a relationship between two things. For example, things that start with 'C'.Leader says, "Im going Camping and Im taking a Carrot and some Cereal."As the leader makes more statements, the others try to figure out the relationship. When someone thinks they know, they can make a statement and the leader can say if it is correct or not. Continue with statements that follow the rule until everyone gets the relationship.

Once scouts in your group are familiar with the game, more difficult relationships or rules can be used...

contain double letters

end with a certain letter

rhyme

float on water

edible

on and on ...

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Infinite Dodgeball

Intended for:

All Scouts

Required:

soft ball (rubber or foam)

Preparation:

mark off play area or use entire room

Notes:

No one is ever out. You can keep playing an infinitely long time.

Instructions:

All scouts find a spot to stand in the play area. They must remain in that spot.One scout is chosen as IT.Everyone tries to hit IT with the ball while IT runs around trying to avoid the ball.When someone hits IT, that scout immediately becomes IT and runs away.Scouts can only move from their spot to retrieve a ball to which they are closest.Leaders may call a timeout for repositioning occasionally.

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Jelly Bean Relay

Intended for:

Cub Scouts

Required:

Plastic spoon for each scout.Bowl of jelly beans, lemon drops, or M&Ms for each team.Empty bowl for each team.

Preparation:

Set the full bowls on one end of the play area.Set the empty bowls on the other.Tell everyone to NOT put the spoons in their mouth and then give each scout a plastic spoon.

Instructions:

The objective is to move as many items from one bowl to the other in a set time.

Rules:

Hands behind your back.

Hold handle of spoon in mouth.

You must get your bean to the bowl before getting another bean - if one is dropped, it must be retrieved.

I think it's more fun when you let the scouts on a team all go as fast as they can rather than one at a time, but that's up to you.

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John Henry Relay

Intended for:

All Scouts

Required:

mallet and 4 tent pegs for each team

Instructions:

Define starting line where each patrol lines up to start.About 30 feet away from start line, place a mallet and tent pegs for each patrol. Space the gear for each patrol far from each other for safety.On 'GO', first scout on each patrol runs to the patrol's gear, grabs the mallet, positions a peg, takes one swing, and lays the mallet down.That scout then runs back to tag the next scout in line who gets one swing.First patrol to drive all pegs into the ground, wins.May need judges to determine that a peg is finished.Could use hammers and nails into a piece of 2x4 lumber indoors.

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Jump the Shot

Intended for:

Boy Scouts, Webelos Scouts

Required:

rope - 10 feetbeanbag or other soft weight, tied to end of rope.

Notes:

Some reflection about how the scouts that got hit were treated by their own teammates and the other scouts might be useful.

Instructions:

Each patrol starts with 30 or 50 points.Scouts form a circle about 18 feet in diameter.Leader stands in the center with the rope.Leader starts swinging the rope around at ground level and increases the length of the rope until it is out to the scouts.People must jump over the rope as it swings by.A scout hit by the rope loses 5 points for his patrol.When a patrol's score reaches 0, all members of that patrol drop out of the circle. The last patrol left wins.

Keep the rope between ground and knee level.Have an alternate rope swinger ready in case one gets dizzy.

Alernative: When a scout is hit, that scout drops out of the circle. Last one left wins.

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Kangaroo Relay

Intended for:

Cub Scouts

Required:

tennis or nerf ball for each patrol

Instructions:

patrols line up at starting line.First scout in line holds ball between the knees.On 'GO', first in line hops around far cone, chair, or tree and back to start.The scout hands (no throwing) the ball to the next scout in line who repeats.

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Kangaroo Tails

Intended for:

All Scouts

Required:

about 1 meter of string or rope for each scout

Instructions:

Set boundaries for the area you want to play in and make sure everyone knows the boundaries. Each scout puts one end of the string into a back belt loop. The tail should be long enough that at least 4 inches of it touches the ground.

When play starts, everyone tries to stomp on other players' tails. You can not use your hands. If a scout happens to fall, that scout has ten seconds to get up before other players can stomp their tail. Once your tail is out, you are out.

The last player with a tail is the winner.

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Kangaroo Wrestling

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Preparation:

Mark off a 8 or 10 foot diameter circle

Notes:

This can be fairly rough, but there's not much risk of injury.

Instructions:

Leader numbers off scouts.All scouts stand around the circle in any order.Leader calls out two numbers and those two scouts enter the ring to wrestle.Before entering the ring, each kangaroo must cross his arms over his chest and hop on one foot.A kangaroo loses if:

second foot touches the ground.

arms come uncrossed.

steps out of the ring.

Wrestling is done by bouncing into each other - no grabbing with hands.

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Keys In a Can

Intended for:

All Scouts

Required:

A chaira metal bowlkeys(preferably a lot of keys. If you can't find keys use something else noisy.)a blindfold

Preparation:

Put the chair in the middle of a room with the bowl of keys under it. Have a scout blindfolded sit on the chair - this is the Guard.

Notes:

Have the scouts stand or sit around the guard about 8 feet away

Instructions:

The leader says, "A Thief is Coming." This lets the Guard know to be on alert.

The leader points to one scout in the circle, indicating that scout is to try and retrieve the keys.

If the Guard hears the thief approaching, the Guard points at the thief. If the Guard points right at the thief, the thief becomes the Guard.

The leader can appoint more than one thief at a time if desired.

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Kim's Game

Intended for:

All Scouts

Required:

Paper pencil for each scout.Various items of interest.

Notes:

This is a traditional observation game.

Instructions:

Collect a number of items and place them under a tarp or sheet.

Have the scouts gather around and uncover the items for 1 minute.

Cover the items and have each scout write down every item they can remember. The one with the most correct items has demonstrated the best observation and recollection skills.

Alterations:

Have patrol members combine lists to come up with the best patrol list.

Give patrols 30 seconds to discuss and prepare before viewing the items and then work together to make a list.

Have a guest give a 1 minute talk about some topic of interest and then leave the room. Have people or patrols make a list of what the speaker was wearing.

Use ropes of different colors to tie various knots. Have scouts list color of rope and name of knot it tied.

Have two leaders and two backpacks, one full of camping items. Leader takes item from pack, names it, and tosses it to other leader who puts it in his pack. When all items are in 2nd pack, leader puts it on and leaves the room while scouts write down all the items.

Send each patrol to a separate room or place where they can not see each other. Each patrol makes a list of all the other scouts here today, but not on their team.

Place all the items on the board, one in each square. Do this away from the group so they do not get to study it. Write down what is where.

Instructions:

Scouts silently gather around the board and observe the items on it and their placement for 30 seconds.All items are swept off into a pile.The timer is set as the scouts walk around the board in a circle, each taking a turn to put an item in position.On a turn, a scout may choose to move an item from one square to another if the scout feels it is incorrect.When all items are in place, and the team signals that they are finished, 1 point is awarded for each correct item and the time is recorded.

Allow the team to discuss a plan for 30 seconds away from the game while the items are arranged again. See if a better score can be made in a shorter time.

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King Bat

Intended for:

All Scouts

Required:

blindfolds

Instructions:

All the bats in a colony try to return home to their own cave where their King Bat is calling them.All scouts gather at one end of the play area and put on blindfolds.Patrol leaders spread out at the other end of the play area and put on blindfolds.On "GO" signal, all scouts race to their patrol leader. The first patrol to have all scouts touching their patrol leader is the winner.

Safety: Since everyone is blindfolded, there needs to be a few referees with whistles. Whenever a whistle sounds, everyone must stop immediately until a double-blast whistle sounds to resume play. Referees need to redirect wandering players away from danger.You can also expect a lot of collisions so playing this on grass is best. After completing one round, give patrols a few minutes to strategize and then do a new round.

Possible strategies might include a more easily heard and understood signal, a special handshake to identify teammates, ways to determine if everyone is present, methods to confuse other patrols.

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Kubb

Intended for:

All Scouts

Required:

a Kubb set or,16 feet of branches and a saw

Instructions:

A very simple outdoor game that can be played anywhere with the goal of throwing sticks to knock over blocks.

Kubb is played between two teams of 1 to 6 people.

The gamefield looks like:

where the red circles are six stakes marking the end and center lines, the purple square is the King, the yellow squares are one team's base kubbs, and the blue squares are the other team's.

One team throws six wooden batons at their opponent's base kubbs. Then, all knocked over kubbs are tossed by the defender to the attacker's side of the field. There, they are set upright and called 'field kubbs'.The second team is now the attacker and tries to knock down all the opponent's field kubbs first, then their base kubbs.This continues until one team has knocked down all their opponents kubbs. That team then tries to knock down the King to win the game.

There are National and World Kub tournaments and it continues to grow in popularity. You can read the USA Rules or World Rules.

There's no reason you can't just gather and cut some sticks and branches and play this game in the wild. There are also many rule variations which help to shorten the games or make play more even between pros and newbs.

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La Palma

Intended for:

All Scouts

Required:

2foot stake5 or 6 short pegs4 or 5 tennis balls

Instructions:

Stick the stake in the ground.Measure 3 feet from the stake and stick a peg in the ground.Place another peg every 3 feet in a line out from the stake.

Starting at the closest peg, the first scout throws a ball at the stake. If the stake is hit, the scout moves on to the next farther peg for the next turn. If the scout misses, they stay at the current peg for their next turn.After throwing a ball, that scout retrieves the ball and gives it to the next scout waiting to throw. With a few balls, there should be very little waiting.

The first person to progress all the way to the last peg and hit the stake from there wins the round. Play as many rounds as the scouts want or until it's dinner time.

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Lame Chicken Race

Intended for:

Cub Scouts

Required:

12 sticks for each team.1 judge for each team.

Instructions:

Have each team line up single file on the start line.Starting about 2 feet from the starting line, place the sticks for each team about 10 inches apart like the rungs of a ladder. On 'Go' signal, the first scout in each team hops on one foot over all sticks to the end of the course. The scout then reaches down and picks up the last stick and hops back over the remaining sticks to tag the next scout in line.Each scout in turn hops out over the remaining sticks and returns with the last stick in line.If a player steps on any stick, that scout must start over from the starting line. First team to pick up all sticks wins. Some scouts may have to make multiple trips.

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Last Match A Favorite Game

Intended for:

All Scouts

Required:

box of wooden matches

Notes:

Good gathering time game as more can join after each round if you use the alternative method.

Instructions:

Scouts gather around.Lay out any number of matches in any number of piles, as long as there are at least 2 matches in 2 piles.Each scout takes a turn removing any number of matches from one pile.The scout that is forced to remove the last match is out.Repeat until there is one scout left.

Alternative: The scout that removes the last match is the winner of 1 point.

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Leg Pull

Intended for:

Boy Scouts

Preparation:

Draw parallel lines about 10 feet apart and 30 feet long.

Notes:

It works better to have team members line up by increasing size so opponents are more nearly matched.

Instructions:

Line up even number of scouts from each patrol facing each other between the parallel lines. Have the scouts close enough that they can almost put their hand on their opponent's shoulder.

Each scout lifts their left leg straight out forward and grabs the left leg of their opponent with their right hand.

On 'Go' signal, each scout tries to hop backwards and pull their opponent with them over the goal line behind.

To make it more of a group tussle, have each scout hold the legs on both their right and left sides. This should create a long, connected team of one-legged scouts all pulling against the other patrol.

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Line Up

Intended for:

All Scouts

Notes:

Some fast 'get to know you' activity that gets scouts to recognize things about others.

Instructions:

Have the group line up in different ways.

Alphabetical by last name

By age

By month of birthday

By height - with eyes closed

By size of animal name picked from bag of names, by only making the sound of that animal

By shoe size

By number of siblings

By street number of home address

Blindfolded, assign each a number. By number with no talking.

By ...

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Liquid Chain

Intended for:

All Scouts

Required:

1 small paper cup per scout.1 larger paper cup per scout.2 cans or small buckets per team.water.

Preparation:

Place one can full of water at the starting point for each team - each with the exact same amount of water.Place an empty can for each team far away from the start.Divide the distance between the start and end into a section for each scout on the team

Instructions:

Tell each team to choose a play area and have one scout from each team stand in a section.Give a paper cup to each scout.People can not leave their sections.On 'Go' signal, first scout fills their cup and transfers the liquid to the next in line. Repeat all the way to the last scout who fills the bucket.

Team that fills the end bucket to a predefined amount first wins.OR, team that has transferred the most water in a set time wins.OR, when each starting bucket is empty, team with the most water in their end bucket wins.

Alternate: Use larger and smaller paper cups, giving at least the two closest to the starting point a larger cup and those at the end smaller cups. Let teams try a second time rearranging their team if they want.

Alternate: Blindfold every other scout so they must listen to teammates to find where to pick up and drop off water.

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Log Sawing Relay

Intended for:

Boy Scouts

Required:

3" or 4" diameter log for each patrol.Handsaw for each patrol.

Notes:

Determine number of scouts in largest patrol and each patrol needs to cut that many discs.

Instructions:

Logs are placed about 20 feet from each patrol on secure cutting surface with handsaw next to it.On signal, patrol leader runs to log, saws off a disc and brings it back to the start line to tag next scout.Repeat with each scout until the correct number of discs have been retrieved.First patrol to give yell and sit down wins.

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Long, Short, Round Relay

Intended for:

All Scouts

Required:

for each team:- two tin cans- one stick- one ping pong ball- one rock

Instructions:

Place one can from each team in a circle.Place the stick, ball, and rock for each team in their can.Place the other can for each team about 30 feet out from the circle.Have members of a team sit in a line facing the inner circle between their inner can and outer can. Give each team member a number, from #1 in the center to the last number for the last member.The game leader stands in the center of the circle.He makes a sign for Long, Short, or Round and calls out a number. The scout on each team whose number he calls races to the can, retrieves the appropriate item, takes it to the other can, then returns to the starting position.The first one back to the starting spot earns one point for the team.As the game progresses, everyone needs to remember in which can the long, short, and round items are so they run to the correct can to retrieve it.

If you don't have enough space, the relay lines can be in parallel instead of a circle, but this layout lets everyone see all the other teams and the game leader more easily.

The game leader can have whatever signs he wants for long, short, and round and you could even use any three distinct items or even more items.

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Make It Up Relay

Intended for:

Boy Scouts

Required:

paper and pencil for each patrola judge for each patrol a cone or marker for each patrol

Preparation:

Define a starting line and turn-around spot about 30 or 40 feet away for each patrol.

Instructions:

Patrols are given 2 minutes to write down the name of each member in the order that they will run the race. Also write the method of running that scout will do.

For example,Pat - hop on left footTaylor - hop on right footEddie - run backwardsSam - run normal

Smaller patrols need to write down names multiple times so they have the same number of races as the largest patrol. They must memorize their list and then hand it in to the judge for their patrol.

All patrols line up on the starting line.On go signal, the first member on list runs their race, followed by next, to the last scout.

The judge checks that the correct scout runs the correct type of race in the correct order.You might have a list of ways to run and each team needs to just match a scout with each style. This would ensure each team runs the same races.

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Making Change Relay

Intended for:

All Scouts

Required:

For each patrol: 4 pennies, 1 nickel, 2 dimes, 1 quarter, 2 small boxes or chairs or squares of paper

Instructions:

For each patrol, place a box at one end of the play area - this is the patrol's Bank. At the other end of the area, a second box is the Store. A couple judges are needed by the Stores - they are the store clerks.The idea is to take the required coins from the Bank to make exact change at the Store.

Patrols line up in the center of the area, halfway between their Bank and Store.One scout from each patrol gets ready to race.The leader calls our a price from 1 cent to 53 cents. This is the amount that the Store clerk requires. The scout moves coins from the Bank box to the Store box so there is that exact amount at the Store, then returns to their patrol.First scout home with the correct amount at the Store gains a point for their patrol.

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Manhunt

2, 4, or 6 scouts are 'IT', depending on size of the group. Everyone else has 2 minutes to go and hide in the play area.The ITs head out as a group, or in pairs, to find hiding scouts.When found, a scout becomes IT too and helps find others.The last scout found is IT for the next round.

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Marble Drop A Favorite Game

Intended for:

Cub Scouts

Required:

4 marbles per scout

Notes:

Fun game for indoors.May reduce the number of marbles each scout starts with as they advance to speed it up.

Instructions:

Each scout has 4 marbles. Split in pairs.One scout stands with heels together and toes apart at 90 degrees. Other scout stands 5 feet away and tosses or rolls a marble between the first's feet. If it does not stay between the feet, then the marble is lost and the first scout gets it. If it stays between the feet, then the first drops a marble from waist height to hit it. If it misses, the marble is lost to the other scout. If it hits the marble on the ground, the dropper gets both marbles.

Now, first scout tosses marble at second scout. Repeat until someone losses all marbles. Winners advance to finals to find the Marble Drop champion.

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Match Stacking

Intended for:

Cub Scouts

Required:

box of wooden matchespop bottle or medicine bottle

Instructions:

Scouts circle up with the bottle in the center.Each scout gets 6 matches.Take turns putting one match at a time on the top of the bottle.The scout that causes the matches to fall has to take all the matches.The scout to get rid of all matches first wins.

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Math Masters

Intended for:

All Scouts

Instructions:

Within each patrol, have scouts pair up. If there is an odd number, the patrol leader gets a 'Bye'.

Scouts face each other.Each scout puts both hands behind their back and holds out 0 to 10 fingers.The leader explains what the math problem for this round will be and then yells, "Ready - Go!" and everyone holds their hands together in front.The first scout in a pair to say the correct answer wins the round and advances to the next round.

When there is a champion of each patrol, they compete for the troop championship.

Rounds can be any math problem you want, depending on the age of scouts, but try these:

Sum of all the fingers

Difference between the fingers

Multiply the fingers

Largest to the power of the Smallest

Square the Sum of the fingers

Half of the Sum

Cube the Difference between the fingers

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Memory Battleship

Intended for:

All Scouts

Required:

For each patrol:

cardtable or large cardboard box

chalk or about 50 feet of twine

10 items of a similar theme

Instructions:

This can be played by 2, 3, or 4 patrols. More than that and there is too much waiting time.

Each patrol is given a Base in a corner of the play area.On the floor or ground, mark a 7x7 grid using chalk or the twine. Each square should be about 6 inches.Across the top, the squares are numbered 1 to 7.Down the side, the squares are lettered A to G.This is their Battleship grid.(a premade grid on a sheet of paper or cardboard would be easier and reusable)

So other patrols can not see, set up a cardtable in front of each grid, or protect it with a cardboard box, or any barrier.Each patrol places their 10 items on their grid. These items could be related to First Aid, or Cooking, or Nature, or whatever theme you wish. For example, a bandaid, tweezer, magnifying glass, splint, alcohol wipe, q-tip, water bottle, flashlight, moleskin, and scissor.

On 'GO', each patrol goes and views every other patrol's grid, trying to memorize the placement of each item. No writing down of information is allowed.After 1 minute, all scouts return to their patrol's Base.

Taking turns, each patrol tries to capture another patrol's items. Do this by declaring the patrol name, the grid square letter and number, and the item at that location. If correct, the shooting scouts are given the item to keep in their Captured pile.

Continue until a patrol is eliminated by losing all its items or until every patrol misses its shot in a round. Once either of these happen, the remaining patrols are given 1 minute to observe their opponents grids again.Repeat this until only one patrol remains as the winner.

The scouts should develop strategies over time, such as concentrating on one opponent or having each scout memorize just a couple items.Patrols with more members present have an advantage.Patrols may gang up on one patrol.

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Monkey in the Middle

Intended for:

All Scouts

Required:

6 or more scouts a ball

Instructions:

Scouts form a circle from 12 to 30 feet in diameter depending on number of scouts. 'It' is inside the circle. Players pass a ball around the circle preventing 'It' from touching it. If 'It' touches it, the last scout to touch it is now 'It'.

Variations: With a larger group, have 2 'Its' and make the circle larger.Have a 2nd circle outside the first one and players have to stay inside the ring to help keep players closer.

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Monster Hunt

Intended for:

Boy Scouts

Required:

A 3x5 card for each station - need at least one station for each patrol.A 3x5 card for each patrol.Materials for each monster as listed below.

Preparation:

On each patrol's card, print the patrol name and Find [MonsterX] with the name of one of your monsters.

Give each monster his specific card.

Notes:

You can make the tasks as easy or complicated as needed. It is better to keep them approximately the same level of time to complete or have extras in case of a traffic jam at one monster.

Instructions:

Patrols are sent out to complete different tasks and find all the monsters. Once all the Monsters are ready, give each patrol leader their patrol's card. Each patrol should be started out looking for a different monster.

When a monster is found, the patrol asks what monster he is. If he is the one they are looking for, then they must perform the task required by the monster. When completed, the monster marks their card and they go looking for the monster he reads off his card.

The winning patrol is the one that completes the most tasks in a given time. On each monster's card, print one of these lines:

Mouse Trap War

Intended for:

All Scouts

Required:

4 mouse traps per patrola pile of newspapers

Instructions:

One team sets its 4 traps in a line and places its pile of newspaper behind the traps.The other patrol sets its traps in a line parallel to and about 15 or 20 feet from the first patrol.Half the scouts of patrol 1 sit at least 5 feet from their traps - their rears must stay on the ground. The other scouts stand behind their traps - they must stay behind the traps.

On "GO", the standing scouts each grab one sheet of newspaper and wad it into a ball. They each throw their ball at the opposing patrol's traps, trying to spring one.The sitting scouts in the middle try to deflect the thrown balls. They can toss deflected balls back to their own side, but not towards the opposing side.The standing scouts can not interfere with thrown balls.The standing scouts can pick up and reuse papers.If a trap springs for any reason, it is sprung - no resets.The last patrol with an unsprung trap wins the round.You may have multiple wars going on in different, separated areas with the winners advancing to a championship round. Or, use a round-robin rotation with each patrol getting 1 point for each win.

Drill a hole or screw in a screw-eye to the 'safe' end of each mousetrap.

Instructions:

Mark the river bank, past which scouts may not step. Place the treasures about 12 feet out from the bank.Patrols can use as many lengths of twine as they need to lash their poles together to create a fishing pole, tie the mousetrap to the end, then use it to catch items and retrieve them.

You may have the same set of items for each patrol to retrieve and the first done, wins.Or, different items may have different values that you can tell before the contest or after.

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Mousetrap Minefield

Intended for:

All Scouts

Required:

a couple dozen or more mousetraps.Other obstacles.

Notes:

Make sure scouts all have on shoes. The mousetraps do not hurt through shoes, but no need to tell the scouts that before the game.

Instructions:

Mark off a play area with a starting line about 30 feet from finish line. Make the area 15-20 feet wide, depending on the number of teams.

Team leader is at finish line. First scout in patrol is blindfolded and stands at starting line with rest of patrol lined up behind.

On signal, every patrol leader instructs their player through the minefield. If the blindfolded scout trips a trap or runs into another obstacle, that scout is out and the next scout in the patrol is up.

The patrol with the most scouts through the minefield in a set amount of time wins.

A more narrow play area makes collisions between players more common.Just use chairs as obstacles for a simpler game.For a massive, quick game, have scouts partner up. All the blindfolded scouts stand at one end and their partners are at the other. On 'GO', all seeing scouts try to guide their blind partner through the minefield to be the first to reach safety. It's loud and wild!

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Mud Wallow

Intended for:

Boy Scouts

Required:

kiddie swim poolsmall bucket for each patrol50-100 coinsmud

Preparation:

dump the coins in the kiddie pool. Fill the pool with mud.

Instructions:

Make sure there is a lake, river, or hose available to wash off after the event.

Each patrol has a small bucket.Patrols gather 10-20 yards from the mud hole.On 'GO' signal, one scout from each patrol runs to the mud hole with a bucket and searches for one coin. When a coin is found, the scout raises the coin overhead and shouts "Eureka!" or some such exclamation and drops it in the bucket.The scout then runs back to the patrol and passes the bucket to the next scout.Continue the relay until a time limit is reached or it appears all coins have been found.

The patrol with the most coins wins.A judge by the mud hole may be needed to ensure only one coin at a time is recovered.You could have a Trading Post where patrols could exchange what they collected for snacks or stuff.Depending on your budget, there's no reason you couldn't use jello, chocolate syrup, or baked beans in the kiddie pool. You could also collect something other than real coins - plastic coins, marbles, plastic soldiers, whatever - with different values for each item.

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Mule Relay

Intended for:

Boy Scouts

Required:

An identical set of items for each patrol.box or backpack, flashlight, sleeping bag, big rock, hat, whistle, pencil, ... anything at all ranging in different sizes and weights. Just make sure that a person will be able to carry the entire load.

Preparation:

Put all items for each patrol in separate piles on the ground about 40 feet from the start line.

Notes:

It may be beneficial to reflect on how choosing items intelligently may reduce the amount of work required and the ease with which items are transported.

Instructions:

Patrols line up at start line.On 'GO' signal, patrol leader runs to pile and chooses one item to bring back. The patrol leader also must choose the name of one item to tell to the next scout.When the patrol leader returns, he hands what he has to the next scout and tells that scout the name of the item to be picked up.Each scout runs to the pile, picks up the item they were told and adds it to their load. They then choose the name of another item to tell the next scout to pick up.This continues until a patrol returns with all their items to the starting line.If an item is dropped, the scout has to return to retrieve it.A returning scout should not talk to anyone except the next scout in line.

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Natural Selection

Intended for:

All Scouts

Required:

tarp, blanket, or jacket to cover items

Preparation:

Find a dozen natural items from around the area and spread them out on the ground. On a piece of paper, diagram the layout of the items for later scoring. Put a point value on each item.Cover them with the tarp.

Instructions:

Gather the teams around the tarp.Remove the tarp and give them one minute to study the items. Cover the items.Tell everyone that their job is to select similar natural items and bring them back to their team's area. They will have 10 minutes.

The more identical to the original item, the more points are scored. For example, matching a grey rock with white spots is worth more than just any old rock.Finally, arranging the items in the same order as the originals under the tarp gains extra bonus points.You may allow players to re-examine the originals at a cost of 1 point per second per scout. So, if two scouts look for 8 seconds, that costs 16 points. Since the game leader determines values for items, you can make this a trivial or extravagant expense.Take care to only choose non-living items and remind teams to be gentle on the land.

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Nature Boulles

Intended for:

All Scouts

Required:

a target ball2 balls per scout

Instructions:

Each scout finds two natural 'balls' which can be pretty much anything you can throw - rocks, pinecones, sticks, ..., whatever. Everyone needs to be able to identify their items in a pile of similar items. Maybe color them, scratch with a knife, or tie string on them.

One scout throws the target ball (a rock, frisbee, pinecone, stick) out into the field.Players then take turns throwing their items at the target.The closest scout receives a point and gets to throw the target for the next round.

Either pass time wandering around the area playing or keep points for determining the winner.

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Nature Sketch Hunt

Intended for:

Tiger Scouts, Wolf Scouts

Required:

paper and pencil for each scout

Instructions:

This nature scavenger hunt has scouts sketch pictures of what they find. Best played at a park or other open or wooded area.Set a 5 or 10 minute limit. Give the scouts a list of things to find and have them draw each item as they find it.

For example:

a source of air pollution

a source of water pollution

a bird

something that shows what season it is

an insect

listen for a noise and draw what made it

your leader

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Naval Combat

Intended for:

Boy Scouts

Required:

For each patrol:

Twenty strips of cloth, all the same color per patrol

six 3x5 cards with DESTROYER on them

four 3x5 cards with SUBMARINE on them

two 3x5 cards with BATTLESHIP on them

Notes:

You may prefer to combine patrols so you have 3 or 4 teams.

Instructions:

In a central area, mark off a circular area about 30 feet round - this is the battleground.

Define a separate shipyard for each team about 20 feet outside the battleground. In this area, place all their strips of cloth and all 3x5 cards.

Each player loosely ties a strip of cloth on their arm to identify their team. Then, each player that wants to do combat, chooses the type of ship they want to be and enters the battleground.

To battle, a scout will tag an opponent. The two scouts then compare cards. The losing scout gives their cloth to the winner who can either put it in a pocket or return it to the shipyard. Once a cloth is captured, it can not be lost.

Battle winners are determined:

Battleship destroys destroyer

Destroyer destroys submarine

Submarine destroys battleship

A destroyed player can return to the shipyard and put on a new piece of cloth. The scout may also change the card for a different type of ship if one is available. The only time a ship can be changed is back at the shipyard.

A winning scout can return to the shipyard and exchange ships if desired.

The team with the most cloth strips from opponents is the winner. When all of your team's cloth strips are gone from your shipyard, you must stay in the shipyard.

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Newspaper Basketball

Intended for:

All Scouts

Required:

lots of newspapersbucket for each team

Instructions:

Each team lines up single file by a stack of newspapers.Place a basket about 15 feet in front of each team.On 'GO', first scout in line pulls out one sheet of newspaper, crumbles it into a ball, and throws it at the bucket.If it misses, the scout retrieves the newspaper ball, returns to the line, and tries again until it lands in the bucket. Then, the scout goes to the end of the line and the next scout tries. Score a point for each basket scored within the time limit or until a team reaches a set score.Might have scouts take only two or three shots each turn instead of shooting until they make it.Could have one large garbage can for the target for all teams.

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Night Infiltration

Intended for:

Boy Scouts

Preparation:

Define the play area about the size of a football field, but with some vegetation for cover.

Instructions:

2 adults are the 'sentries' roaming back and forth across the middle of the play area with flashlights. Their job is to stop infiltrators from both teams.

Divide the troop into two teams. One team must wear a white kerchief or some other easily identifiable item so the sentries can tell which team they are on.Each team goes to opposite ends of the field.On 'GO' signal, scouts try to infiltrate their way past the sentries to the far goal line in a pre-set length of time.If a sentry shines a light on a scout, that scout must return to the starting line.

At the end of game time, teams receive 1 point for each scout that made it to the far goal.

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No Man's Land

Intended for:

All Scouts

Preparation:

Draw two parallel lines across the play area, 5 feet apart.

Notes:

Extremely physical and can be rough on clothes.

Instructions:

Divide into two team, fairly evenly matched by size.

The area between the two lines is No Man's Land - any scout can access this area.

The goal is to pull members of the opposing team through your side of No Man's Land. When they step over your line, they are out of the game.

Last team with players wins or most players at end of time limit. Multiple scouts can gang up on one opposing scout if necessary.

You may have a safety time limit to force scouts to enter No Man's Land at least once every 30 seconds.

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No See Ems

Intended for:

Cub Scouts

Required:

blanket or tarp

Instructions:

Divide into two teams.

Two leaders hold up a blanket on end to create a wall between the two teams so they can not see each other.

One scout from each team crawls up to the wall so their face is no more than 3 inches from the blanket.

When the blanked is dropped or raised, the first one to correctly call out the opponent's name gets to take that scout to their team.

Continue until everyone is on one team.

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Octopus Race

Intended for:

Cub Scouts

Instructions:

Teams of 3 or 4.Scouts stand back to back in a circle and link elbows.Without releasing elbows, teams race to a turning point and back.

Oxygen Tank Fill

After game, discuss how scouts worked together. Did they all rush to the bucket or take turns or form a line? Which ways worked best?

Instructions:

Each team is a crew of astronauts that have landed on a mysterious planet inhabited by terrible monsters. They are running low on oxygen and will never be able to make it back to Earth, but luckily have found a source of liquid oxygen (the bucket). They must refill their oxygen tank on their spaceship (the jar) quickly using their oxygen transporters (cups) and leave before the space monsters find them.

Group each patrol at a starting line where their empty jug is sitting. Give each scout an oxygen transporter (paper cup).Place the liquid oxygen (bucket) out about 30 feet.The only rule is that the jar and bucket can not be moved and the water can only be carried in the cups.

See which team can fill their oxygen tank first.

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Pack n Go

Intended for:

Cub Scouts

Required:

for each team:suitcaseset of adult-sized clothes, gloves, hat.

Instructions:

Each team lines up with their packed suitcase sitting on the ground in front of the first person.

On 'Go' signal, the team opens the suitcase and dresses the first scout in all the clothes. The dressed scout runs to the far end of the play area, removes all the clothes, and packs them back in the suitcase. The scout then closes the suitcase and carries it back to the next scout in line. The process is repeated for each scout on the team.

The crazier the clothes, the more fun it is.

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Palm Push

Intended for:

All Scouts

Instructions:

Pair up scouts of similar sizes, from different patrols if this is a competition.

Opponents face each other with toes about 1 foot apart.Put up both hands palm-to-palm with opponent.Push and feint to force your opponent off balance so one of their feet moves.

One point for each round won. Patrol with most points wins.

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Paper Tennis

Intended for:

All Scouts

Required:

100 sheets of paper

Preparation:

wad up the paper into 100 tight balls

Instructions:

This is a good game to play right after Invisible Maze and reuse the sheets of paper.

Have a patrol on each side of the center line - you might mark this with tape if needed.Distribute the paper balls across both sides of the play area.Have an unbiased timekeeper stand at the center line with his back to the play area so he does not see how the game is going.On 'GO' signal, teams throw all the paper from their side to the other side.When the timekeeper yells, 'STOP!' the round ends and balls on each side are counted.

The timekeeper should give about a minute for each round.

Either have the winning team face the next team or record scores and have two new teams play. You could have a tournament with a double-elimination or round-robin structure.

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Paul Revere Relay

Intended for:

Boy Scouts, Bear Scouts, Webelos Scouts

Instructions:

Each patrol chooses one scout to be Paul Revere, the rest are his horses.

Each patrol lines up at their starting line with a turning point cone about 10 or 15 feet away for each patrol.On 'GO' signal, Paul Revere mounts the first horse piggy-back style. The horse carries him around the cone and back. Paul must then transfer to his next horse without touching the ground and with no other help except from his current and next horse.

If he touches the ground, have Paul do some stunt. A stunt would cause a time delay and be fun - say the Pledge of Allegiance, give a wolf yell 3 times, check his horse's shoes for dirt, ... Could give points for speed, horse acting, and Paul Revere acting if desired.

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Peglegged Gauntlet

Intended for:

Boy Scouts, Webelos Scouts

Preparation:

Set up a play area with endzones and center line.Divide the group in half

Instructions:

Team #1 lines up at one endzone.Team #2 lines up at the center line.On go signal, all scouts firmly hold up one of their legs behind them with one hand.Team #1 tries to hop to the far endzone. Team #2 tries to stop them by shouldercharging them - no use of hands or arms.If a scout drops the leg or falls, that scout joins the opposing team.Scouts forced to join the center team stop and stand there until the next round. Scouts forced to join the traveling team run to the endzone and wait there for the next round.

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Perpetual Motion Balls

Intended for:

All Scouts

Required:

a dozen tennis balls

Notes:

Team cooperation. Planning how to achieve a task together.

Instructions:

Goal: Keep as many objects as possible in constant motion.

Group stands in a circle.One ball is put in motion and kept in motion, by throwing, bouncing, rolling.Another ball is added, then another.If a ball stops moving, the game is stopped and planning can be done.Then, the game starts over.

See how many balls can be kept going.

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Photo Memory

Intended for:

All Scouts

Required:

close-up photos of items or scenes around the meeting place.

Preparation:

Take photos of objects around the location where your troop meets - the front door, a lightpost, the clock, the rug, a mailbox, a big rock, ...Make a slideshow of these photos, OR if you use a digital camera, and have a laptop and projector, you can project on a wall.

Instructions:

Dim the lights and show the first photo. Scouts that believe they can identify the object should raise their hand or stand up. The leader calls on one of them to identify it. If correct, that patrol gets 2 points. If incorrect, that patrol loses 1 point.If a scout shouts out the answer before being called on, no penalty but no points awarded and the scout that IS called on just gets a free clue thanks to the out-of-turn scout.

Patrol with the most points accumulated wins.

You could use photos from a recent event, or at the end of the year use photos from throughout the year. That can be a fun recap of the year.

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Pickin' Cotton

Intended for:

Cub Scouts

Required:

Hundreds of cotton balls.A plastic spoon for each scout.A cardboard box for each team.

Instructions:

Have teams line up around the defined play area. Give each team a cardboard box.Give each scout a plastic spoon.On 'GO' signal, everyone tries to pick up the cotton using only their spoons and put them in their box. No hands allowed once the cotton ball is on the spoon.After a time limit, have each team count their collected cotton balls.

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Ping Pong 500

Intended for:

Tiger Scouts, Wolf Scouts, Bear Scouts

Required:

a ping pong ball (and a couple extras)

Instructions:

One scout is thrower and stands 15 feet or so from the rest of the scouts.The thrower calls out a number from 100 to 500 and then bounces the ping pong ball up hard against the floor toward the scouts. Whoever catches the ball off the first bounce gets that number of points. If it is picked up off the ground or bounces more, they get half the points.First scout to 500 gets to become the thrower.

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Ping Pong Air Hockey A Favorite Game

Intended for:

Cub Scouts

Required:

card tableping pong ball2, 4, or 8 scouts

Instructions:

Put a scout on each end of the table or 1 scout on each side or 2 scouts on each side.Place the ping pong ball in the center of the table.The object is to blow the ball off any side of the table but your own. (If only 2 scouts, then you must blow it off the far end).You may not touch the ball or table with any body part or clothing.Score 2 points if the ball falls off your side of the table. Score 1 point if you touch the ball or table.Scout or team with the lowest score after a time limit is the winner.

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Ping Pong Air Race

Intended for:

Tiger Scouts, Wolf Scouts

Required:

straw and ping pong ball per scout

Instructions:

Scouts line up on one side of the room on their hands and knees, each has a straw and a ping-pong ball.

Objective is to blow the ball across the finish line - cannot touch the ball with anything except air.

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Ping Pong Football

Intended for:

Cub Scouts

Required:

ping pong ballchalk or tape

Preparation:

draw or tape two parallel lines on floor about 18-24 inches apart.

Instructions:

Make two teams.Each team kneels behind their goal line.The leader places a ping pong ball between the two goal lines.On 'Go', each team tries to blow the ball over the opposing goal line.Award a point for each goal.You may also award penalty shots or penalty points for touching the ball or touching the playing field.

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Ping Pong Knock Out

Intended for:

All Scouts

Required:

ping pong ball and plastic spoon for each scout

Instructions:

Everyone enters the defined play area holding a spoon with a ping pong ball balanced in it.The last one left with a ping pong ball in spoon is the winner.When your ping pong ball drops you are knocked out - you retrieve it and leave the play area.Optional Rule: No contact is allowed - you can only blow at the other ping pong balls.

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Pinguard A Favorite Game

Intended for:

All Scouts

Required:

20 or more scouts.As many dodge balls as you can get.6 plastic bottles or bowling pins.

Notes:

It really works best in a gym with walls to keep the balls in the area.It's good to mix up teams after every round or two if you are just playing for fun.

Instructions:

Divide in 2 teams.Use a basketball court or tennis court sized area.At each end of the court, each team sets up 3 pins as targets. Each target can have a guardian to protect the pin, but does not need one. The guardian must stand behind the pin and can only reach in front of it to deflect thrown balls.Line all balls up on the center line and all scouts on their end line.On the whistle, scouts run to the center, grab a ball, and throw at opponents. If you are hit, you immediately drop your ball, run to the sideline and wait in line at the center line. You may NOT deflect a hit with a ball held in your hands - that counts as getting hit.If someone on your team catches a ball thrown at them before it bounces, then the first scout waiting in line on the side gets to rejoin the game.If guardians are hit, they are not out of the game. A guardian can take a hit instead of letting it hit the pin. That is why it must be obvious who a guardian is by standing directly behind the bottle.If a bottle is knocked down by any means (ball thrown, guardian touching it, rebounded ball from the back wall, ...) it stays down and that guardian runs to the sideline to wait in line.The last team with a target standing wins the round.There are many rule variations, such as:

When a ball is caught, ALL scouts on that side get to rejoin the game.

Scouts can block a throw with the ball they are carrying.

Guards can stand in front of the pin.

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Pitch Your Tent

Intended for:

Boy Scouts

Required:

1 tent for each patrol

Instructions:

Tent in bag is given to each patrol leader.A flag is placed 20 feet from each patrol marking the location to pitch their tent.On signal, patrol runs to flag and sets up tent.When judge rules it is correct, the patrol takes it down, packs it, and carries it back to starting line.First patrol to give yell and sit down wins.

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Pony Express

Intended for:

Cub Scouts

Required:

Four boxesone or more decks of playing cards

Instructions:

When the Pony Express was first started, a contest was held to determine which riders were the best at delivering messages to the correct location in the fastest time. Riders delivered messages to Club Med, Spade Cemetary, Diamond Mine, and Broken Heart Ranch. The fastest riders got the job.On one box, draw a large Spade. On each other box, draw a Diamond, Club, or Heart so there is a sign for each suit of cards (Spade Cemetary, Diamond Mine, Club Med, and Broken Heart Ranch).Place the boxes 20-30 feet apart at one end of the play field.

Gather all scouts at the other end of the play field.Count the total number of scouts. Count out three times that many cards.Divide into teams or have each patrol be a team - they don't have to be same size teams, but the smaller teams will run more laps.Deal out the cards facedown into piles for each team. Any leftover cards are not used, so each team has the same number of cards.

On 'Go', the first scout on each team picks up the top card and delivers it to the correct destination, then returns to tag the next scout who does the same. The first patrol to to deliver all their messages wins.You may want a referee to receive the messages and verify they are at the correct destination.

You could have a stack of 3 or 4 cards for every scout and run everyone at once in a Stampede to find the fastest Pony Express rider in the troop.

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Pony Express Relay

Intended for:

All Scouts

Required:

a selection of old letters, envelopes, newspapers - about 6 per patrol.

Preparation:

Mark a starting line and a distant turing spot, about 20 to 50 feet away, depending on space.Place the mailbag about 15 feet behind the starting line, or some other place out of the way.

Instructions:

Pony Express riders were fast and fearless. They would ride into a station and leap from their spent horse onto a fresh one to continue their long journey delivering important mail.

Patrols line up.One scout on each patrol is chosen to be the Pony Express Rider.All the rest are horses.On 'Go', all riders run to the mailbag and grab one letter to carry.They then return to their patrol and mount a fresh horse. They set out to the far marker and back.When riders reach their patrol, they switch from the tired out horse to a fresh one for another ride.Riders that touch the ground, at any point along the course, must run to the mailbag and retrieve another letter to carry while the horse rests.Riders that touch the ground when switching horses must retrieve two letters.Letters accumulate and need to be delivered at the end of the line.First patrol to complete a predefined number of laps is the winner.If played outside, set up a large oval course with 3 or 4 switching stations spaced around it and the mailbag in the center. The first patrol to complete a certain number of laps is the winner.

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Predator and Prey

Required:

1 bell1 blindfold for each scout

Preparation:

Define the play area, clear of obstacles

Instructions:

One scout is chosen as the predator. The predator is blindfolded and a bell is attached to their clothing.

The other scouts pair up and decide on what animal each pair would like to be and what sound they will use. All scouts are blindfolded and the group is spread out with the predator placed in the middle of the play area. Each animal tries to find their partner by the sounds they make before the predator touches them.Once a pair has found each other they take the blindfolds off and walk off the field. If the predator touches an animal before it finds its partner, the animal must take its blindfold off and walk off the play area. All animals walk, don't run.

The game ends when the animals pair up or the predator finds the animals and is left alone on the play area. Sometimes a time limit of 5 or 10 minutes is helpful. Discussion can follow about how animals in the wild might feel as they are threatened and look for safety.

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Prison Dodgeball

Intended for:

Boy Scouts

Required:

2 or more rubber balls or nerf balls20 chairs

Preparation:

Mark a centerline across the gym.In opposite corners, set up 10 chairs in a quarter-circle, creating a prison area for each team.

Instructions:

Divide into two teams. The goal of the game is to get all the opposing scouts in your prison by hitting them with the ball.

Leaders from each team do a 'jump ball' at center court to deflect the ball back to their team to start the game.Players try to hit opponents below the waist.When hit, a scout is called OUT by the referee and must run to the opposing team's prison. If the scout argues or moves too slowly, the referee may select a sacrifice - another player that must go to prison also. This keeps the game moving.When someone has a ball, they can not move their feet. They can pass the ball to teammates. They can pass the ball to teammates that are in prison also.While in prison, a scout that gets the ball can hit an opponent and send that player to prison.The only way a player can protect from being hit is to use completely straight arms with balled fists to deflect the ball. The referee's judgement of a hit or deflection must be obeyed.The referee may send a player to prison for throwing too hard, hitting somone's head, or any other reason the referee sees fit. Alternate Rule: A scout may pass the ball to a scout in prison. If the ball is cleanly caught, that scout can either try to hit an opponent out or carry the ball to the centerline and earn freedom. Prisoners that choose freedom must roll the ball back to the opponents' side of the court as soon as the center line is crossed.

Use 2 or more balls for more excitement.

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Pruie

Intended for:

All Scouts

Notes:

Explain beforehand that bumping should be gentle and bandanas can be used if you can't trust yourself to keep your eyes closed.

Instructions:

Everyone walks around with their eyes closed in a small space. When you bump into someone, ask "Pruie?" If they ask "Pruie?" back to you then they are not the scout you are looking for and you continue looking amongst the crowd.

The referee has whispered to one scout that the scout is the "Pruie". The Pruie does not have to close their eyes and if someone bumps into them and asks "Pruie?" they do not respond. This is your clue to join onto them and open your eyes.

The fun comes when there are few scouts left to find the Pruie.

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Pure Luck Relay

Intended for:

All Scouts

Required:

penny for each team

Instructions:

Each team lines up at the starting line. The game leader explains the game. For each team, an unbiased leader stands out about 30 feet facing the team, holding a penny in the right or left hand.On 'GO', the first scout in line runs out to the leader and chooses the left or right hand by tapping that hand. If correct, score one point which the leader tallies.The scout runs back to the patrol, tags the next in line, and goes to the end of the line.The leader can move the penny from hand to hand whenever desired.Scouts continue running and guessing until time is called.The game leader asks each penny-holder for their score and the highest count wins.

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Pushme Pullya

Intended for:

Cub Scouts

Required:

broomstick for each patrol

Instructions:

Two scouts straddle a broomstick, back to back.On 'GO', they run to end of the course with one scout running forward and the other backward.When they reach the end, they run back to the starting line, but without turning around so the backwards scout is now forwards.They hand off the broomstick to the next two scouts in line.First patrol to complete 5 or 10 laps, wins.

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Quarter Dodge Ball

Intended for:

All Scouts

Required:

4 rubber balls

Instructions:

Split into 4 teams.Divide the play area into 4 quarters.Each team stands in their quarter.On 'GO', the balls are thrown at members of other teams.

When hit below the shoulders, a player joins the team that threw the ball.At the end of 5 minutes, the team with the most players wins.

If two teams get eliminated, you can change the layout to halves instead of quarters.

With balls flying from all sides, it helps to have some judges to call the shots.

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Quick Architects

Required:

40 2-inch high Dixie cups per patrol.A judge with an 18 inch ruler, preferably one judge for each patrol.

Instructions:

The quickest patrol to build an 18-inch high building wins.

Define a starting line behind which each patrol lines up.Place a neat stack of each patrol's 40 cups out about 20 feet from the start line.On 'Go', the first scout in each patrol runs to their stack of cups, removes one and sets it on the floor, and runs back to tag the next in line.Each scout adds one cup to their patrol's building in whatever way makes sense, and returns as quickly as possible.

If a building falls over, the patrol can choose to keep using the existing building or have a scout use their turn to put all the cups back in the stack and start over.

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Race to the Gap

Intended for:

Cub Scouts

Required:

6 or more scouts

Notes:

'It' should have a slight advantage since that player is already moving. This keeps 'It' changing. Make sure 'It' walks and doesn't start running until someone is tagged.There is potential for some rough collisions.

Instructions:

Stand in a circle facing inward. One scout is 'It' and walks around the outside of the circle. When IT tags another scout, that scout runs around the circle one way while 'It' runs around the other. The last one back to the Gap is 'It'.

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Race to the Whistle

Intended for:

Boy Scouts

Required:

one whistle

Instructions:

All scouts line up across one end of a large field.All scouts are blindfolded and on their honor.Leader stands at center of far end of field.

To start the game, the leader blows a whistle. Scouts try to be the first to reach the leader.

The leader should occasionally blow the whistle again to re-orient wandering scouts.

It would be a good idea to have spotters walking along the edges of the field in case scouts wander too far off course.

Give points to patrols as the first member of their patrol reaches the leader.

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Raiders Tag

Intended for:

Boy Scouts

Preparation:

Make two teams.Mark off a play area about 40 feet by 20 feet with a center line.

Notes:

Strategies to not get trapped develop.Be careful of larger scouts being too agressive.

Instructions:

Teams take turns raiding into the opposing team's territory in an effort to steal all the players (or knock them out of the game).One scout is chosen to raid. The single Raider runs into the opposing team's side of the play area and tags as many scouts as possible and then returns.If the Raider makes it back in less than 15 seconds, everyone tagged joins their team, or are out of the game.If the opposing team stops the Raider from returning in time, the Raider just returns empty-handed.

The second team then gets a chance to raid.Continue until all scouts are on one side or one team has been tagged out.You can make a rule that a different scout must raid on each turn.

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Rainy Day Golf

Intended for:

All Scouts

Required:

Playing Cards

Instructions:

Take turns having each scout locate an object in the building and use it as the target.Scouts take turns flipping their playing card towards the target, keeping track of the number of throws.Scout with fewest throws to hit the target wins the hole.

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Raise the Flag

Intended for:

Boy Scouts

Required:

For each patrol:

a patrol flag or kerchief

8 4-foot pieces of cord or rope

3 20-foot ropes

5 staffs or 1-2 inch poles

3 stakes

hammer

Notes:

Knot tying, lashing, teamwork.

Instructions:

Patrols are each given their materials and go to their work area.

Attach the flag to one staff. Lash the staffs together to form the tallest flagpole possible.Attach guide lines about 2/3 up the pole.Stake the guide lines so the pole stands upright.Line up at attention in front of the flag and give patrol yell.

Alternative: As a single patrol activity, work together to learn lashing and building.

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Rattlesnake Hunter

Intended for:

Cub Scouts

Required:

6 to 12 scouts.tin with dried beans in it.sock stuffed with paper.

Instructions:

Scouts stand in a big circle. Two scouts are blindfolded inside the circle. One is the hunter and has the sock to use to kill the rattlesnake. The other is the rattlesnake with a tin rattler. The hunter counts to 5 while the rattlesnake quietly moves anywhere in the circle. When the hunter yells, 'Rattlesnake!', the snake freezes and shakes the rattle twice. When the hunter hears the rattle, the hunter quickly moves to where the snake is hiding and takes a swing at the snake. If the snake is hit with the sock, the hunter scores a point. If the sock misses, the snake scores a point. The snake moves away while the hunter again counts to 5. The hunter gets 5 turns at killing the snake and then its another pair's turn.

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Ready for Winter

Intended for:

All Scouts

Required:

bag of peanuts, wrapped candies, marshmallows, or just 1 inch pieces of paper

Preparation:

scatter the items all over the play area. A yard with short grass works well, but anyplace is ok.

Instructions:

The idea is to gather as much food as possible for your animals before winter comes.

Each patrol chooses an animal to be and agrees on the 'call' their animal makes. This is used to identify each other in the game.

One scout is the 'harvester' for the patrol - and is the only one that can actually pick up the food. But, the harvester can not find food.

On GO signal, all the scouts except the harvesters scatter through the play area looking for food. When a piece of food is found, that animal guards it and gives the call loudly so their harvester knows to come and gather the food.

A harvester caught snitching from a different animal needs to give up 3 food pieces as a penalty. But, multiple different animals can gather around one piece of food, calling their harvester.

At the end of time, the patrol with the most food pieces is the winner.

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Red or Black

Intended for:

Cub Scouts

Required:

deck of cards for each team.leader for each team.Cone or marker for each team.

Preparation:

Define a starting line and place a cone about 20 yards away.

Instructions:

Each leader is given a shuffled deck of cards.The team lines up single file at starting line with leader facing them.On 'GO' signal, each leader turns over top card on deck showing it to the first scout in line.If it is a Black card, the scout goes to the end of the line.If it is a Red card, the scout runs out around the cone and back to the front of the line to see the next card. This scout continues until a Black card is drawn.First team to go through the entire deck wins.

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Rescue Race

Intended for:

Boy Scouts

Required:

2 staffs or broom handles per patrol1 blanket per patrol

Instructions:

Patrol members gather at starting line with one member as a victim about 30 feet away.First 3 scouts in line make a team. One scout has a blanket, each of the other two have a staff.On signal, the 3 run out to the victim, make a stretcher, place the victim on the stretcher, and carry the victim safely back.When they reach the starting line, the scout that carried the blanket runs out to be the next victim. The previous victim goes to the end of the line. The first scout in line joins the 3-man team with each scout rotating through each position.

First patrol to save X victims, or most victims saved in a set time, wins.

Alterations: If the scouts are being too dangerous in their carrying style, you may have an empty styrofoam cup set on the victim's stomach during the rescue. If it falls off, they need to start that rescue over.

Instead of stretchers, you could use 2-person chair carries. Or, have one scout build the stretcher half-way out while the other 2 are chair carrying the victim in to that point. When they get there, transfer the victim to the stretcher and transport the rest of the way back in.

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Rescue Race

Intended for:

Cub Scouts

Required:

bucket or bowl for each patroldrinking straw for each scout20 to 50 2-inch paper circles or cutouts

Instructions:

Each patrol has a pile of paper cutout people that need to be rescued.People are rescued by sucking one against the end of a straw and transporting it to the bowl or bucket.

On "Rescue!", the first scout on each patrol sucks up a cutout and runs to that patrol's bowl, depositing the rescued person, and then runs back to tag the next scout in line.If a cutout is dropped, the rescuer sucks it up again and continues.

Rather than rescuing people, this can be varied to be pieces of eight, dinosaur eggs, or anything else that fits your meeting theme.

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Ringer

Intended for:

Tiger Scouts

Required:

3 or 4 coffee cans or milk jugs3 hoops made of old rubber hose or cardboard - 2feet diameter

Preparation:

Set up the cans about 5 feet apart in the play area.Draw a throw line about 10 feet from the closest can.

Instructions:

Each scout throws the three rings at the targets.Giving a try counts as 1 point.A ringer counts as 1 point.

Alternatives:

have the scouts decorate the cans before playing.

Have 3 scouts all throw a ring at the same time so there is less waiting time.

Put higher value on the cans as they get farther away.

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Rock Paper Scissors

Intended for:

All Scouts

Instructions:

Two scouts play.Each scout decides silently if they will be a rock, paper, or scissors for the round.At the same time, the scouts hold out one hand palm up and with the other hand clap it once, twice, and then do their object's symbol.Rock is a fist.Paper is a flat palm down. Scissors is two fingers out like a scissors.Compare the two symbols to see who wins:

rock crushes scissors

scissors cut paper

paper smothers rock

Identical symbols are a tie

This simple game can be played anywhere - waiting in lines, in the car ride, before a meeting, ...

You can have a Rock, Paper, Scissors tournament by playing best out of 5 rounds with winning scouts moving forward in the play-offs.

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Rooster Fights A Favorite Game

Intended for:

All Scouts

Instructions:

Each scout hops on one leg, holding the other foot by the ankle bending the knee so the foot is up by the rear. To win, a scout must force the opponent to lose balance and let go of the ankle, fall down, or step out of the circle.The only contact allowed is bumping shoulders - no grabbing.

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Rope Golf

Intended for:

Boy Scouts, Webelos Scouts

Required:

equal size ropes for each scout - about 30 feet long

Notes:

This is to practice rescue rope throws for distance.

Instructions:

An object is identified as the target - a tree, stump, big rock, firepit, ...Each scout coils a rope and throws it towards the target, without letting go of the end. Each scout then moves to the spot where the end of their rope lays, coils the rope, and throws again.Each scout keeps track of throws and the lowest number for each hole gets a point and gets to choose the next target.

If someone lets go of the end of their rope, it is a penalty stroke and that scout needs to throw again from the same spot.

It can be played by individuals or by patrols with each scout taking turns doing the next throw.

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Row Your Boat

Intended for:

Cub Scouts

Instructions:

All scouts pair up.Mark a starting line and a finish line 15 feet away.Scout 1 sits on the starting line, facing away from the finish line. Scout1's knees are bent up so their feet are close to their rear.Scout 2 sits facing scout 1. Scout 2 places the soles of their feet against the soles of scout 1. Scouts 1 and 2 clasp hands.On 'GO', scout 1 pulls scout 2 forward while scout 2 bends their knees up.When pulled in tight, scout 1 then straightens their legs, pushing theirself backwards and towards the finish line.Scout 2 then pushes their legs out, bending scout 1's legs.This continues until they cross the finish line.

To have each scout work the same amount, have them row there and back.

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Run the Ring

Intended for:

Cub Scouts

Required:

a ballat least 10 scouts

Instructions:

Divide into two even teams.

One team creates a circle, each person an arms length apart, with one scout in the center of the circle.The other team stands in a line, next to the circle, pointing out from the circle, similar to the handle of a tennis racket. O-The scout in the center of the ring starts with the ball.

On 'GO', the scout in the center throws the ball to the teammate in the circle where the other team's line starts. That scout throws it back. The center scout throws it to the next scout around the circle, counting the number of throws to every teammate in turn around and around the circle.

While the throwing is going on, the scout closest to the circle on the other team runs all the way around the outside of the circle back to the starting point and tags the next scout in line. Each scout in the line runs around the circle in turn, tagging the next scout.

When the last scout in the outside team completes their run, the 'STOP' signal is given and the team in the circle announces how many throws were completed.

The teams exchange positions and the second team tries to beat the first team's tally of throws.

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Running the Blockade

Intended for:

Boy Scouts

Required:

3 whistles for game leader and assistants.

Preparation:

Define the game area, roughly 1/4 mile wide by 1/3 to 1/2 mile long. The game leader stands at one end of the game area. Two assistants should be near the far end of the game area.

Instructions:

This is a wide area game and should be played where there is plenty of good cover, but not too thick undergrowth for moving rapidly. Two scouts are selected as the Runners and have to deliver a top secret message to the game leader. All the rest of the troop are the Blockade and do all they can to prevent either scout from reaching the game leader.

The Runners take up a position several hundred yards away from the game leader at the far end of the game area. The Blockers spread out in a long line about half way between the Runners and the game leader. They may not come any nearer the game leader except if in close pursuit of a Runner.

When the game leader blows one long note on a whistle, the game begins. The Blockers must catch and hold both Runners. Once a Runner reaches the game leader, the leader blows a whistle twice to signal everyone that the round is over. The two assistants in the field should each generally follow one of the Runners keeping that scout in sight. Their job is to blow their whistle once when the Runner is captured. Two captures signals the game leader to blow recall on their whistle.

Choose two more Runners and try again. You could have patrols take turns supplying the two Runners while all other patrols play Blockers. Award points for those Runners that make it to the game leader or those that get closest in a set time.

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Sardine Tag

Intended for:

All Scouts

Instructions:

One scout hides - give enough time to find a good spot, depending on the size of game area. All other scouts search for the hidden scout. When a searcher finds the hider, the searcher joins the hider in hiding from everyone else.Continue the game, packing all finders into the hiding spot like sardines until the last scout finds the hiding spot.

If playing outside, then two scouts should hide together and everyone should search in pairs.

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Save London

Intended for:

Cub Scouts

Required:

Coffee canpinecones, beanbags, pebbles, or other small 'bombs'.

Instructions:

Bombers are attacking London and British fighter pilots need to scramble to stop them.

Divide into two teams, keeping patrols together.

Place the coffee can in a large, open area and draw a 20 foot radius circle around it. This is London air space and the protective fighter pilots may not enter this space.Draw another circle 20 feet out from the first circle, a 40 foot radius.

The fighter pilot team encircles London, anywhere outside London air space, waiting for the bombers to attack.

The bomber team has a pile of 50 or so bombs across the play area from London. Each bomber picks up a single bomb and attempts to drop it on London (into the coffee can).

The fighter pilots intercept the bombers by chasing them and tagging them. When tagged, a bomber must hand over their bomb. If the bomber is inside the outer circle, the fighter pilot must grab the bomber's arm and escort the bomber outside the outer circle before intercepting any other bombers. (this prevents fighters from making a tight circle, tagging every bomber.) Bombers that lose their bomb return to base to pick up a new bomb.

A bomber that enters London air space (the inner circle) without being intercepted can drop their payload and return to base for another run.

Play until 10 or 20 bombs have hit London or 5 minutes have elapsed. Then, switch sides and see which team best saves London.

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Scout Law Relay

There are many ways to play.Have each patrol line up at the start line.Have a judge for each patrol standing about 30 feet away holding a bucket with all the Numbered papers in it.A scout runs to the judge, draws out a paper and says the word of the Scout Law that it corresponds with. For example, a 4 is pulled so the scout says Friendly.The scout returns the paper and runs back to tag the next scout.Score a point for each correct point.

Use the Words instead of the Numbers in the same way.

Lay the Numbered papers from the start line about every 3 or 4 feet out to the bucket containing the Words.Each scout runs to the bucket and pulls out a Word, then places it by the Number to which it corresponds.If a scout believes a Word is in an incorrect spot on the ground, they can sacrifice their trip to the bucket to move one Word or switch two Words.The first patrol to have all Words in correct order wins.

Give each patrol a paper bag containing the Words.On 'GO', the first patrol to arrange them in correct order wins.

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Scout Pace Race

Intended for:

Boy Scouts

Preparation:

All participating scouts must remove their watches.Measure a 1/4 mile distant point from your starting spot. Place two observers at the 1/4 mile point.

Notes:

Scout Pace is running and walking to cover distance faster without tiring as much.

Instructions:

Goal: Cover 1/2 mile in closest time to 6 minutes.

Pair up scouts to travel together if a patrol activity, or have patrols travel as a team if a troop activity.Send off scouts at 1 minute intervals.Record time that each group leaves and returns.Closest to 6 minutes wins.

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Scramble

Intended for:

All Scouts

Required:

large rubber kickball

Preparation:

Mark locations for each patrol leader to stand.

Instructions:

Each patrol leader stands at the patrol's goal mark, spread out around the play area. The patrol members stands with the patrol leader.The ball is placed in the center of the play area.

On "GO", everyone but the patrol leaders scramble for the ball.When any scout has the ball, they can not move their feet - they can only through it to a teammate.A goal is scored when a scout throws the ball to their patrol leader who catches it cleanly in the air.Then the ball is placed in the center again and all patrols except the one that scored can scramble for it. Once the ball is in play, that last patrol can join the scramble.

Play continues if the ball is dropped, intercepted, or taken. The only rule you might need is to limit rough contact.

Scrambled Sayings

Arrange a table about 15-20 feet from the starting line for each patrol.For each patrol, put the ovals upside down on their table with enough extra space to arrange the ovals in the proper sequences.

The patrol leader from each patrol runs to the table and turns over one oval, and places it in the arrangement area where it best fits. The scout then runs back and tags the next scout.This repeats with each scout turning over a piece of paper and putting it in the correct position until all the sayings are complete in the correct order.

A judge for each patrol determines the correctness of the sayings.

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Seahorse Wars

Intended for:

Boy Scouts

Instructions:

In knee to waist deep water, pair up scouts into buddy teams.One scout is the 'Seahorse' and the other scout rides.Each buddy team tries to unseat other riders and be the last team riding.

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Secret Message Delivery

Intended for:

Boy Scouts

Required:

Kerchief for each scout.Paper for each patrol.Whistle.

Preparation:

Each scout hangs a kerchief off their belt - long enough to be easily grabbed and removed.

Notes:

Use a very large (1/2 mile) play area which can be both open and wooded.

Instructions:

Goal: Deliver a secret message to the commander and intercept all other messages.

Adult leader is stationed in the center of the play area. He is the commander.The commander gives each patrol leader a secret message.Each patrol leader takes their patrol off in a different direction about 1/4 mile from the commander.

The patrol leader gives one scouts the message. Through the game, the message can be given to other scouts.

On the whistle, all patrols try to get their message to the commander.If a scout is captured by an opposing team by having their kerchief removed, that scout is out of the game and goes to the observation area. If the captured scout has the patrol's message, then it is shown immediately to the captor.

The game is over when all messages have been captured or delivered.

Score 10 points for a delivered message, 4 points for each captured message, and 2 points for each captured scout.

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Secret Message Relay

Intended for:

All Scouts

Instructions:

The idea is to accurately relay a message back and forth between team members as fast as possible.

Mark a race course, such as around the building, out to a tree and back, or whatever is convenient.

One scout from each team gets ready on the starting line. The other members stand off to one side, out of the way and at least 15 yards from the starting line so they can not hear conversations.

The leader from each team gathers by the game leader, out of hearing of all other scouts. The game leader tells them a secret message, such as "Everyone knows it snows when the wind blows."

On "GO" signal, each team leader runs to their first teammate waiting at the starting line and tells that scout the secret message. The leader steps off the course to the side opposite all the waiting scouts to prevent accidentally passing the message ahead.

While the scout is running the course, the next teammate gets ready at the starting line. The message is passed through each scout until it reaches the last one who runs the course, passes the finish line, and then runs to tell the game leader the message.

The first team, or the most accurate message, wins. Some members may need to run around the course twice to even out team numbers. Or, some may sit out, but that is not recommended.

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Sentry Post

Intended for:

Cub Scouts

Required:

2 chairs2 blindfolds or kerchiefs

Instructions:

The prize goes to the quietest team in this game. Divide into two teams. Set up two chairs about seven feet apart, facing each other. These are the sentry posts. One blindfolded scout from each team is a sentry and sits in a chair. The two teams of spies stand at the starting line about 20 feet from the imaginary line between the two chairs. The leader points to the first scout in line of one of the teams. That scout sneaks between the sentries to the finish line about 20 feet past the sentries. Sentries that hear a spy sneaking by point to where they think the spy is.

Scoring:

If a spy makes it to the finish line without being detected, their team gets 2 points.

If a sentry is first to detect a spy by correctly pointing at the spy, their team receives 1 point.

If the spy is on the opposing team, the sentry receives a bonus point.

The leader should not always alternate between the two teams - sometimes point to the same team twice in a row. The sentries should always try to detect a spy because they don't know which team it is from.

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Shark!

Intended for:

All Scouts

Required:

large, old blanket for each team

Instructions:

Mark off the start and finish lines or use a gym and run to the far wall and back.Give each team a blanket which is their lifeboat where they are safe from shark attack.The teams need to race 'swim' to the finish line. When the leader yells, 'SHARK!', everyone needs to get on the lifeboat as quickly as possible and stay there until the leader yells, 'ALL CLEAR!'

Score 1 point for the first team completely on their lifeboat and 3 points for the team that reaches the finish first. Play a few rounds until the teams are tired out.

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Shoot Out

Intended for:

All Scouts

Required:

1 plastic bottle, piece of lumber, or safe item to stand on end for each scout.a dozen or so stones for each scout.

Notes:

This game gives larger patrols an advantage, but other patrols can even the odds through cooperation.

Instructions:

Each patrol stands up a bottle representing each scout in a line. This should create a long line of bottles with a bit of space between each grouping.All scouts take position on the firing line about 10 or 20 yards from the bottles.On the 'FIRE' signal, everyone throws stones trying to knock down bottles representing scouts in other patrols. When a bottle is knocked down, a member from that patrol must step away from the firing line and sit down - killed in action. But, that scout can leave stones for remaining teammates.

The last patrol with bottles standing wins. Or, the most bottles left when all stones are thrown.

After playing once or twice, patrols may form alliances to take out the best patrol early. Other strategies may be used as well.

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Shooting Fish in a Barrel

Intended for:

Boy Scouts

Required:

tennis ball or other soft ball

Notes:

You may need to have penalties for unnecessary roughness amongst the fish or for a shooter trying to injure a scout by throwing too hard or aiming for the head.

Instructions:

Mark out a large circular area. All scouts except one are inside the circle. The scout outside has the ball.

On 'GO' signal, the scout outside the circle begins shooting the fish in the barrel by throwing the ball at them. Anyone hit by the ball leaves the circle and becomes a shooter also. The last scout left in the barrel wins. An alternative is to have one patrol inside the circle and everyone else outside. A timer is used to track how long it takes to eliminate all members of the patrol in the barrel. When a scouts are hit, they leave the circle but do not join in the shooting. Each patrol takes a turn in the barrel to determine which one lasts the longest.

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Shopping Cart

Intended for:

Cub Scouts

Required:

6 to 10 scouts.

Notes:

You may find it goes better by using physical 'points' such as squares of paper or pennies.

Instructions:

Group sits in a circle. Every scout has 5 points. One scout is sent out of the room and the others decide what this scout is to be. When the scout comes back, the scout asks each scout in turn, "What is in my shopping cart?"Each scout names some item this person would need.For example, if they chose a Fireman, they would need a hose, helmet, axe, gasmask, ...As soon as the guesser knows the answer, take a guess. If incorrect, the last scout that gave a clue gets one point from the guesser. If correct, the guesser keeps their remaining points, sits down, and another scout becomes the guesser.The guesser MUST take a guess after having gone around the circle one time getting clues. Then, must guess after every 2 clues after that, at a minimum.After everyone has been a guesser, the one with the most points is the winner.

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Signal the Message

Intended for:

Boy Scouts

Required:

Signal Flagspaper and pencil for each patrol

Notes:

signalling flag experience.can be done as an individual patrol exercise.

Instructions:

The patrol leaders from each patrol are given a slip of paper on which is written a number and a 5-8 letter word.The patrol leaders take the signal flags and go off about 100 yards from the rest of the troop to a point where they can be easily seen.

Each patrol groups together 10 yards or more apart.The patrol leader with #1 on the paper uses the signal flags to spell the word. Then, #2 goes, and so on.Each patrol writes the numbers 1 through 10 on their paper. As each patrol leader signals, the patrol writes down the words being signaled next to #1, then #2, ...

When the patrol leaders return, scores are tallied.

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Silly Olympics

Intended for:

Cub Scouts

Instructions:

Run these Olympics with one scout from each team coming forward to compete in each event, or the entire team for group events.

Bean Toss: each scout gets 10 beans and tries to throw them, one at a time, into a quart jar from a chalkline on the floor.

Footrace: Have each team line up with feet touching each other, heel to toe. The team with the greatest total foot length wins.

Cracker Whistle: Everyone chews 3 crackers and the first to whistle wins.

Weight Lifting: Everyone lines up against a bare wall with their backs against it. Walk your feet out from the wall and bend your knees and waist so you are in a sitting position with back flat against the wall, thighs parallel to floor, and hands on thighs. Last scout to remain in this position without lifting a foot or touching the wall or floor with other body part is the winner.

Block Push: On hands and knees, scouts push a small block or other rectangular item across the floor with their nose. Can be done as a relay.

Olympic Torch Lighting: Set up a row of 20 or 30 small tea candles. At one end, have a box of matches. A scout lights a match and sees how many candles they can light with that one match before it goes out.

Torch Run: Each scout has a lighted candle in hand. The first to complete a course while keeping their candle lit wins.

Paper Discus: Each scout throws a plain paper plate as far as possible. The plate can not be deformed, crushed, or folded.

Javelin: Each scout throws a plastic straw as far as possible. Nothing can be put in the straw and it can not be deformed.

Shotput: Each scout 'puts' a rolled up sock as far as possible.

Whistle Marathon: Time how long each scout can hold a single whistled note on one breath.

Biathlon: Teams line up and every scout has 3 pebbles. One at a time, members on a team run 20 yards to a line 10 feet from a target. They throw each pebble at the target and return to team. Each hit counts 1 point. First team to complete gets a bonus point for each member.

Gymnastics: Each scout splits legs as far apart as possible. Tally the distances between big toes for each scout on a team. Each scout sits with legs straight out in front and bends over towards their feet. Tally the distances between head and toes. Subtract 2nd tally from 1st to determine winning team.

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Sitting Ducks

Split the group in half.Each team lines up facing the other on the start lines.A leader is chosen for each team - oldest, tallest, shortest, whatever you want as long as a new leader can easily be selected through the game.Flip a coin to determine which team starts.The coin toss winners start with the balls.

Teams take turns throwing balls and being targets. When the leader of the Target team yells FIRE, the Throwing team all let loose their balls trying to hit the targets. Any scout hit is out of the game.

Once a volley is thrown, the roles are reversed with the Target team leader yelling FIRE when their team is ready.

If a team leader is out, the next scout in age or height or ... takes over as leader.

The team with the last scout standing wins. Variations:

If Targets catch a ball, the thrower is out.

When FIRE is yelled, targets can run away from the line and dodge around, or their feet can not move, or they must squat down and cover their face with hands, or ...

A Thrower that hits a Target above the shoulders is out.

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Slap Clap Snap

Intended for:

Cub Scouts

Instructions:

Scouts sit in a semi-circle line facing in.Number off each scout around the circle.Start a rhythm of slap knees, clap hands, snap fingers - slap, clap, snap, slap, clap, snap, ...Scout #1 starts and on the 'snap' of the rhythm, calls out a number.The scout with the called number calls out another number on the next 'snap' of the rhythm.If a scout fails to call a number on their turn, or calls a non-existent number, or calls the number before or after the 'snap', goes to the end of the line and gets assigned the highest number. All other scouts move up to fill in the old spot and move up a number.The object is to reach the #1 spot and stay there to be the champion Slap, Clap, Snapper.

Make it more difficult by requiring that the previous number called can not be called on the next turn. So, you could not call 3, 5, 3.

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Smile Toss

Intended for:

Cub Scouts

Instructions:

Everyone sits in a circle. Leader says to maintain a serious expression unless you have caught the smile being tossed around.The leader smiles, then wipes the smile from their face into their hand and tosses it to a scout in the circle, calling the scout's name. The "smile" catcher must put on the smile, wear it for a moment, then "wipe" it off and toss it to another scout, calling their name. The scout who does not wipe the smile completely off, or smiles out of turn, must stand up. Since smiling is contagious, the entire group will soon be standing... as well as smiling.

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Smugglers

Intended for:

All Scouts

Required:

small jewel or treasure that can be carried in one hand.

Preparation:

Define the play area depending on number of scouts. A 1/2 football field size for 30 scouts is about right.

Instructions:

Divide into two teams - the Smugglers and the Coast Guard.The jewel is given to one member of the Smugglers. The Smugglers go to one end of the play area while the Coast Guard go to the other.The smugglers can move the jewel from scout to scout as often as they like. The jewel must only be held in a hand, not concealed any other way.

The Coast Guard chase the Smugglers trying to tag them. When smugglers are tagged, they must immediately stop and show both open hands. They must then sit and wait for the round to end. When the smuggler with the jewel is tagged, a new round is started with teams switching sides.

The leader can time each round to determine which Coast Guard team recovers the jewel fastest.

On poster board, draw Snowman with a pencil, including hat, face, cheeks, three large buttons, & scarf. Have scouts color the parts of the snowman - Color in the buttons one Red, one Blue, & one Green. Color the cheeks Pink, color the scarf Yellow, color the eyes, nose, mouth Black. Color the hat Orange. Outline Snowman parts with the permanent marker. Set poster on the floor about 5 or 6 feet away from the throw line. Have scouts toss large buttons the same colors as the parts or of one color toward the snowman. Score points if the right color button lands on the right part or if any land on a part of the snowman.

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Soda Bowling

Intended for:

Cub Scouts

Required:

10 1 liter plastic soda or water bottles2 softballs or similar size balltape

Preparation:

Mark 10 spots with tape where the pins (bottles) are to be set up.Mark a foul line about 10-15 feet away.Set up the pins.

Instructions:

Each scout rolls the two balls at the pins, gaining points for those knocked down.

Optional:

Have each scout decorate a bottle or two with markers before playing.

Put coloring book pictures or other character pictures on cardstock, cut them out, color, and tape on bottles.

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Spaghetti Stretch

Intended for:

All Scouts

Required:

Box of thin spaghetti noodles for each patrol. Or enough for at least 10 per scout.A long tape measure or rope.

Notes:

Run this game on a large flat surface.Could be played inside as long as a good clean-up is done right away.

Instructions:

Mark start line. Each patrol lines up at their start line. On 'GO' signal, first scout in line takes one spaghetti noodle out of box, passes the box to next scout, and lays noodle down touching the start line. The scout then tags the next scout in line and goes to the back of the line. Repeat for each scout. As the line of noodles gets longer, the scout has to run out farther.

It is a good idea to have an impartial judge for each patrol to accept the placement of noodles - each noodle should touch the one before it.

When time is called, judges measure the spaghetti stretches to determine the winner.

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Sponge Relay

Intended for:

All Scouts

Required:

Per team: - 2 buckets - 1 sponge

Preparation:

Fill one bucket per team with water and put the 2 sponges in it.Place the other bucket about 30 feet away.

Instructions:

Scouts line up single file at their bucket that contains water.On 'Go' signal, first scout in line takes a sponge full of water and races to the empty bucket, squeezes the water out and runs back and hands the sponge off to the next scout.

First team to empty their starting bucket receives 5 points.Team with the most water in their ending bucket when all have finished receives 5 points.

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Spud A Favorite Game

Intended for:

All Scouts

Required:

any soft ball that won't hurt when it hits someone

Notes:

This has been a favorite for a long time.

Instructions:

Every scout is assigned a number from 1 to the number of players.Players form a close circle with one scout in the center who has the ball.The scout throws the ball straight up as high as possible and yells out a number.Everyone scatters except the scout whose number was called. That scout catches or picks up the ball. As soon as the scout has the ball, they yell "SPUD" and everyone must freeze.The scout with the ball can then take up to 3 giant steps towards any scout desired. The scout throws the ball at the target scout. Target scouts can move all parts of their bodies to dodge the throw - except their feet.Scouts that are hit get S otherwise the thrower gets S.Everyone gets back in a circle and whichever scout received a letter gets to throw the ball up for the next round.When scouts reach S-P-U-D, they are out of the game. Or, after a set time, the person with the least letters is the winner.

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Staff Run

Intended for:

Boy Scouts

Required:

A staff for each pair of patrols. It can be a section of broomstick and can be 12 inches or 6 feet long, whatever you like.

Notes:

If necessary to even out the numbers, you could have one or two scouts run twice.

Instructions:

Combine pairs of patrols into a single team. Make the number of team members identical on all teams.

Have each team split in half - side A and side B. Define a starting line and have each of the side A's line up single file at least 15 feet apart on the starting line.Define an ending line about 50 feet or so from the starting line. Have the side B's line up single file at this line, facing their corresponding side A.At this point, each team has half their members lined up single file at the starting line and the other half lined up single file directly across from them at the ending line.

The game leader stands behind all the side A's at the starting line, holding out a staff for each team.On the 'GO' signal, the first scout in line of each side A runs to the game leader and retrieves a staff, runs the staff to the first scout in line on side B. Now, the first scout gets out of the way and watches the game progress.Each scout runs the staff to the next scout in line across the way until the last scout is reached.The last scout, upon receiving the staff, runs it to the game leader to win the game.

There is no reason why the distance can not be made more than 50 feet and obstacles such as a creek, ditch, fence, or trees be added.

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Staff Stories

Intended for:

All Scouts

Required:

Staff or broomstick for each scout.Could use neckerchiefs instead.

Instructions:

Everyone stands in a circle shoulder-to-shoulder facing inward. With right hand, hold staff standing on end on the ground.The leader proceeds to tell a story. Whenever the word RIGHT is mentioned, people let go of their staffs and reach to catch the staff to their RIGHT. Whenever LEFT is mentioned, go to the LEFT. If a staff hits the ground, the scout that was to catch it is out.Continue until only one scout remains. Alternative: hold neckerchiefs straight out at should height and drop them when LEFT or RIGHT are mentioned.Alternative 2: Everyone sits cross-legged with their neckerchief on the ground in front of them. When LEFT or RIGHT are mentioned, a scout grabs the neckerchief to his LEFT or RIGHT and then grabs their own neckerchief with the same hand. If a scout can grab it before their neighbor does, their neighbor is out. This gives people more time to react and stay in the game.

Sample Story: Once upon a time, a scout LEFT home. He wanted to see the world and make a fortune. As he was walking, he met a young girl washing clothes RIGHT beside a stream.He could tell she was very nice, RIGHT away.He told her he had LEFT his home.And was setting off to see the world. She asked if she could come with him. When he said 'Yes', she LEFT her clothes behind.They walked the rest of the morning until they came to a fork in the road. The scout decided to turn LEFT.But, the girl went RIGHT.And, they never saw each other again.The End.

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Stalking

Intended for:

Boy Scouts

Notes:

Best played in a well-wooded area.Playing at dusk gives the stalkers a better chance.

Instructions:

One scout is the 'deer' and goes out into the play area.After 1 minute, all other scouts begin stalking the deer.If the deer sees a stalker but can not recognize who it is, the deer may bolt in the opposite direction 5 steps. If the deer sees a stalker and identifies by name, the stalker must stand up and move at least 50 feet away from their last position.

After a set time limit of 5-10 minutes, blow a whistle to signal the end of the game. All stalkers stand up and the patrol with the closest stalker gets 10 points, next closest stalker gets 7 points, and 3rd closest gets 5 points.

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Stalking Antelope

Intended for:

Cub Scouts

Required:

2 blindfolds

Instructions:

All scouts form a large circle. 2 scouts are blindfolded and placed inside the circle. One is the antelope and one is the stalker. On 'Go' signal, the stalker tries to tag the antelope. The scouts in the circle protect the two blindfolded scouts from leaving the play area. They also have 2 sounds to help the stalker:

Make the sound of wind blowing when the stalker is far away from the antelope.

Make the sound of a light whistle or tongue clicking (if some scouts can't whistle) as the stalker gets closer to the antelope.

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Steal the Bacon

Intended for:

All Scouts

Required:

2 or the small objects to take.

Instructions:

Split group in half. Number scouts off on each team. Draw a goal line for each team about 20 feet apart. Place the 'bacon' object at the center of the play area.

Leader calls out a number and the scout with that number on each team runs out to steal the bacon and bring it home.

If the scout gets the bacon home without being tagged, their team gets a point. If the other scout tags the scout with the bacon before reaching home, their team gets a point.

Can call multiple numbers to have multiple players from each team active. Can have multiple bacons if using multiple players at once.

Alternatives:

Have a staff for each team and use a beanbag for the bacon. A called scout grabs the staff and uses it to sweep the beanbag home.

True/False. Have a red and a blue bacon, one for true and one for false. Call out the number and then ask a true/false question. The scouts should retrieve the correct bacon. If a scout returns with the wrong one or tags the scout with the wrong one, then their team loses a point.

Using the True/False, just go down the line asking questions instead of calling out numbers.

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Steal the Treasure

Intended for:

All Scouts

Required:

beanbag, bandana, pinecone, any item to use as treasure

Instructions:

Draw a 15 foot diameter circle or make a circle from a 50 foot rope.One scout is IT standing in the center of the circle over the treasure and guarding it from all the thieves attempting to take it.The thieves all stay outside the circle.Thieves dart into the circle and attempt to steal the treasure.If IT tags them while inside the circle, they are OUT until the next round.If a thief grabs the treasure and makes it out of the circle with it in hand, the thief wins the round and becomes IT.If a thief moves the treasure but gets tagged, IT can move the treasure back to the center but other than that can not touch it.

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String Seek

Intended for:

All Scouts

Required:

about 300 feet of string.

Instructions:

Cut about 100 pieces of string of different lengths - from 6 inches to several feet long.Hide each piece of string before scouts arrive.

Stand in patrols.Explain that you've hidden pieces of string, pointing out a couple of obvious ones.The object of the game is for each patrol to find and tie together all the strings they can, to create the longest string.

The patrol with the longest string when time is called is the winner.

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Submarine Maneuvers

Intended for:

All Scouts

Instructions:

One patrol leader is the commander of a fleet of submarines. The commander's job is to navigate as many subs as possible through a mine field in a set amount of time - 4 minutes per patrol is a good starting point. The opposing patrol leader sets up and manages a mine field to blow up the subs.

Lay out a start line and finish line with the minefield between the two. The 'Mine' patrol leader tells each mine where to stand in the minefield. Then, each mine puts on a blindfold. The patrol leader stands at the starting line to shout directions as needed.

All submarines stand at the starting line. Their patrol leader is at the finish line. The first submarine puts on a blindfold and listens to their patrol leader's directions.

As the submarine is navigated through the mines, the 'Mine' patrol leader can tell specific mines to reach forward, back, left, or right to touch a sub. The mines can not move their feet.

When a sub is touched, it is destroyed, but the mine is still active. A destroyed sub removes the blindfold and leaves the game field.

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Swat to the Gap

Intended for:

All Scouts

Required:

rolled up newspaper

Notes:

just for rough fun, no scoring.Make sure there are no head shots or overly rough hits.

Instructions:

Scouts form big circle facing inward with eyes closed and hands behind backs. One scout walks around and places rolled newspaper in the hands of a scout. That scout thumps with newspaper on back of the neighbor to their right as the scout chases the neighbor around the circle back to the 'gap' where they started. The scout that gave away the newspaper fills 1/2 the gap left by the two running scouts.When the run is completed, the scout with the newspaper places it in the hands of someone else around the circle to repeat the process.

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Sweets Relay

Set a pile of balloons, bubblegum, candybars, crackers, dixie cups, and pitcher of soda for each team about 30-40 feet from start line.Have each patrol line up at start line.On 'GO', first person from each team runs to their pile of stuff and does the following in any order preferred:

drink a full cup of soda

eat a candybar

eat a potato chip

blow up a balloon

blow a bubble at least 1 inch wide

show the referee that your mouth is empty

Then, the scout runs back to tag the next scout in line.First patrol through all scouts wins.Of course, any foods and tasks can be used: a Frozen Relay with the tasks of eating a scoop of ice cream, an ice cube, and a popsicle; a Soda Relay with 5 different pitchers of pop; a Chips Relay with Fritos, Cheese Puffs, and potato chips.

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T-Shirt Relay A Favorite Game

Intended for:

Cub Scouts

Required:

1 extra large t-shirt for each team.A judge for each team.

Notes:

The judge should make sure the shirt is pulled all the way down on each scout and no short-cuts are taken in the heat of competition.This works on teamwork and everyone is involved the whole time.

Instructions:

Teams line up in single file.The shirt is given to the first scout in each line.On 'Go' signal, the scout puts the shirt on and then holds hands with the next scout in line, facing the scout.All the other scouts work the shirt from one scout to the next. The new shirt wearer then turns and holds hands with the next scout, and so on.

Teams need to have the same number of players or some need to put the shirt on twice.

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Tail Grab

Intended for:

All Scouts

Required:

kerchiefs or bandanastokens

Preparation:

Define a play area depending on size of group.Give each scout a token such as a penny or bean.Each scout puts a kerchief hanging out the back of their pants waist band or belt loop.

Instructions:

Scouts spread out around the playing area.On 'Go' signal, each scout tries to take the tail from another scout while protecting their own tail. Once a scout has a tail in hand, they are 'safe' while exchanging the tail for all of the scout's tokens. The scout that lost the tail takes the tail back and leaves the game. Once the exchange is made, the scout with tokens is fair game. The winner is the scout with the most tokens when time is called. Try different time limits of 2, 3, 5 minutes.

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Team Challenge

Intended for:

Boy Scouts

Required:

paper and pencil for each patrol

Notes:

After the game, discuss if the patrols felt they worked together well. Did different patrol members have different useful talents?

Instructions:

Each patrol has 5 minutes to come up with 5 challenges for all the patrols to try. You should come up with a challenge you believe your patrol can do well. For example, 'Carry 5 scouts by one scout', or 'Answer any addition or subtraction problem in less than 10 seconds'.

Once all challenges are ready, take turns with each patrol explaining one of their challenges. That patrol then demonstrates it and all other patrols get to try it.

Patrols earn 2 points if they do their challenge and no other patrol can, 1 point for completing another patrol's challenge, 3 points for winning a 'best' challenge. (such as 'say the alphabet fastest' or 'run 50 yards fastest').Leader may give bonus points for more imaginative challenges, such as 'juggle 5 kerchiefs' or 'weave a bracelet from grass'.

Patrol leaders divide their patrol into two even groups.Draw a line down the middle of the area.Half the patrol is on the right side of the line - they can only use their right hand.The other half is on the left side of the line - they can only use their left hand.

On signal, the first team of 2 scouts in each patrol pull a slip of paper out of their bag and tie that knot. When the referee accepts their knot, they untie it as quickly as they can (using both hands) and the next team of 2 do their knot.

First patrol through all the knots wins.

The referee should hold the dowel for knots that require it.

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Thiefs

Intended for:

All Scouts

Required:

seven coins, stones, pinecones, or whatever

Instructions:

Place the seven items in the center of the play area.At each corner of the play area, draw a base - one for each of four teams.Divide scouts into four teams.Number each scout on each team.

When a number is called, that scout from each team runs to the center and retrieves only one item, and returns it to base.The scout then runs back to the center to retrieve one more item, or runs to an opposing team's base to steal one item.

Scouts continue to take items from opponents until a team has three items in their base. That scores one point and the round is over.

A player can hold only one item at a time.A player may not throw or toss an item - it must be set in the base.

Play to a certain score or time limit.

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Three Step Relay

Intended for:

Boy Scouts, Webelos Scouts

Required:

3 bricks or 6 inch lengths of 2x4 for each team

Instructions:

Define start line and a finish line about 25 feet away. The area between is lava, acid, or some other terrible death awaiting.

Teams line up at start line.First scout on each team is given the three bricks.The scout must cross to the finish line with only the bricks touching the ground. When scouts reach the finish, they become immune to the lava, pick up the three bricks and race them back to the next scout.First patrol to finish or complete a set number of round trips is the winner.

Scouts that touch the ground must bring the bricks back and start over or give them to the next scout and go to the end of the line.

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Three-Way Soccer

Intended for:

All Scouts

Location:

This Game should be done Outside.

Required:

3 soccer balls6 cones to mark goals

Instructions:

Divide scouts into three groups, using patrols if possible.Lay out play area in the shape of a triangle with equal sides. If you use a football field, the goal line can be one side and the opposite corner would be the center of the 45 yard line.Mark three goals, one in the center of each side.Place the three soccer balls in the center of the field.Scouts from each team can be any place on the field.

On 'GO', scouts try to kick the balls through either opponent's goal while protecting their own.One point is awarded to the team that scores a goal.One point is subtracted from the team on which a goal is scored.When a goal is scored, that ball stays out of play.When all three balls are out of play, a break occurs and the balls are placed back in the center of the field.

Patrols that are losing can gang up on a dominant patrol.

Rather than using only feet, you can relax the rules and allow throwing of the balls.

Playing with rubber or Nerf balls indoors also works.

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Three-way Tug-of-War

Intended for:

Boy Scouts

Required:

3 small flags or neckerchiefs1/2 inch diameter rope about 15 feet long

Preparation:

Tie the rope into a loop

Instructions:

Tie the rope into a large loop and lay it down on the ground in the shape of an equilateral triangle.At each corner of the triangle, step away from the triangle about 6-8 feet and place a small flag in the ground.One scout from each of three patrols grabs the rope at a corner with one hand.On 'Go' signal, each scout tries to pull the rope far enough to reach their flag.

Score for the first flag in each round.Consider subtracting points if the rope is let go.

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Through the Tunnel

Intended for:

All Scouts

Required:

ball for each patrol

Instructions:

Each patrol lines up in single file with their legs spread two or three feet apart.Ball starts in the hands of the first scout in line.On 'GO', the ball is sent down the tunnel between the legs of each scout to the last scout in line. It can be helped along the way by anyone, but it needs to pass through the legs of each scout.The last scout picks up the ball and runs to the front of the patrol line and sends the ball through the tunnel again.

The first patrol having the first scout back at the front of the line, wins.

You may need to have some scouts go twice to even out the number of trips through the tunnel.You may add a rule that causes the ball to start its trip through the tunnel from the beginning again if it breaks out of the tunnel.

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Tin Can Relay

Have each patrol line up with 5 feet between members.Starting at patrol leader, each scout counts off so every patrol has a '1', a '2', and so on. Place an empty coffee can 5 feet behind the last member of each patrol. Place the other coffee can containing one of each item 5 feet in front of the patrol leader.

The game leader calls out an item name and a number. The scout with that number from each patrol runs to the patrol's can containing the item, takes the item to the other can, and then returns to starting position. First one back, gains 1 point for their patrol.

At the start, all items are in the front can, but as items are called, the scouts need to remember in which can the item lays.

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Toe Fencing

Intended for:

All Scouts

Instructions:

To Play: Grasp hands with your opponent and attempt to tap the top of their toes with your toes.The first to make three hits is the winner.For a competition:

Pair up with a scout from a different patrol.All pairs line up facing each other across the center of the room. It is better if teammates are far apart from each other to increase the chances for their patrol to win.Determine which side of the room is the Winners bracket and which is the Consolation bracket.

The winner of each contest advances to the Winners bracket and the loser advances to the Consolation bracket.

When two contestants are available at a level in a bracket, they have another contest. The winner advances another level, while the loser is out.

This should wind up with a Winner and a Consolation winner.

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Train Race

Intended for:

Cub Scouts

Instructions:

Place two cones about 40 feet apart.The leaders of each patrol stand on the starting line marked beside one cone. All of their teammates line up behind them, grabbing the beltloops or waist of the scout ahead in line, making a train.On 'GO', all teams run out and around the far cone and back. When a team reaches the starting cone, the caboose drops off.Teams continue running around the course, dropping the last scout, until the final scout runs a lap and reaches the finish.If someone lets go during the race, that patrol is either out or can reassemble and start over - whichever you decide.

This can be introduced differently to match your theme. The teams can be rockets orbiting two stars and dropping spent fuel, or trains dropping off their caboose, or lizards losing their tails, or centipedes, truck trailers, river barges, or whatever.

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Trash Ball

Intended for:

All Scouts

Required:

a wastebasket1 or 2 tennis balls, nerf balls, or similar

Instructions:

Everyone stands in a circle around the wastebasket, facing inward.A scout tries to toss a ball into the wastebasket.If a basket is made, the patrol gets 1 point. If it's a miss, the patrol loses 3 points. But, the scout can get those three points back by immediately doing 3 sit-ups, 3 push-ups, or running 1 lap around the circle of scouts.First patrol to a specified score is the winner.You might want to use 2 balls for a larger group.

An unbiased leader by the wastebasket could help retrieve the ball and toss it to the next scout.

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Treasure of the Blind

Intended for:

Cub Scouts

Required:

6 to 12 scouts.blind fold.treasure object.

Notes:

All the scouts around the circle need to be quiet. Since this is a tall order, do not plan on playing the game for more than 8 or 10 minutes.

Instructions:

Group sits in a circle with one member sitting blindfolded in the center - this is the Blind King. The King's legs are straight out in front of him in a V with his treasure between them. His hands are on the floor at his sides.The game leader points to one scout in the circle who tries to silently creep up and steal the treasure without the blind king hearing.If the blind king hears the thief, he points at the thief. Detected thieves must stand, bow, and return to their place in the circle. If incorrect, the blind king loses a point. If the blind king loses 4 points, the current thief becomes the blind king.If a thief succeeds in stealing the treasure and returning to the circle edge, the thief becomes the new blind king.

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Tribble Hunt

Intended for:

Cub Scouts

Location:

This Game should be done Outside.

Required:

100 to 200 crumpled balls of paper1 large balloonlarge paper shopping bag for each patrol

Preparation:

Save junk mail and used printer paper until you have 200 sheets.Crumple each sheet into a 2 or 3 inch ball. Using colored paper might be more fun.Distribute the paper across the wide play area. Hide the balloon especially well.

Notes:

Best played in an area with tall grass, bushes, and trees rather than a mowed yard. Be sure it's ok to trample the area.

Instructions:

Last night, the tribbles invaded. They are all over the place and will continue to replicate unless we capture them all. We especially need to find and capture the King Tribble.

In patrols, or pairs, scouts hunt for tribbles. The patrol that collects the most by the end of play time, wins.An extra reward for whoever brings in the King Tribble.Use your imagination to change the theme of this 'easter egg hunt' - space alien eggs, litterbug eggs, use yellow paper for gold nuggets, ...

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Turtle Soccer

Intended for:

All Scouts

Required:

soccer or volley ball or nerf ball

Instructions:

Everyone stands in a circle facing inward with feet spread more than shoulder width apart. Outside of foot should touch outside of neighbor's foot. Legs must be kept straight during gameplay.

Between your legs is your goal to protect. You can use your hands to bat the ball away from your goal and into another scout's goal. You can not hold or throw the ball.

If the ball goes between your legs, you must put one hand behind your back and now only use one hand for guarding your goal.

If the ball goes between your legs again, you are out of the game and the circle adjusts to fill in your gap.

Play until there are only 2 scouts left or have them play directly across from each other.

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Twist Stick

Intended for:

Boy Scouts, Webelos Scouts

Required:

long straight stick such as a broomstick

Instructions:

Two opponents, of similar size for fairness, hold stick at full height over their heads. On 'Go' signal, both scouts try to twist the stick in the grip of the other.The stick can be lowered and raised.

When the judge gives 'STOP' signal, scouts stop immediately and let the judge determine how the stick has twisted. Marking the stick with a notch on top or a line of paint will help.

You may add the rule that scouts can not move their feet.Alternative: Each scout holds the stick with two hands so the stick is perpendicular between the two and horizontal. The object is to push the other scout's left side of the stick to the ground while keeping their own left side off the ground. First to touch the ground wins - play best of three tries.

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Two-man Relay

Intended for:

Boy Scouts, Webelos Scouts

Required:

for each team: rubber ball, chair, pop can, unbiased judge.

Preparation:

Define the starting line for each team.Place the pop can on a chair about 25 feet from the start line.

Instructions:

Teams line up in single file lines.The first scout is given the ball. On 'GO', the first two scouts carry the ball to the chair and place it on the pop can.When the judge says it is good enough, one scout picks up the ball and they both run back to their team.The ball is given to the next two scouts who repeat the relay.

Score a point for each successful ball placement and play to a specific score.HOW the ball is carried is where the fun begins. Have scouts carry it between their foreheads, or between their backs, or with the backside of one hand each.

If the ball is dropped, the pair pick it up and start over from where it was dropped or back at the starting line. Or, they run the ball back for the next pair to try and forfeit their point.

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Ultimate Frisbee

Intended for:

All Scouts

Required:

frisbee - use a flexible throwing frisbee rather than a hard, sharp-edged disc golf frisbee.football or soccer field.

Instructions:

Divide into two teams.

The game is much like football.Teams line up on their own 20 or 30 yard line. One team kicks off to the other by throwing the frisbee as far down the field as they can. The receiving team now has control of the frisbee.

When a team has control of the frisbee, they pass it from scout to scout working it up the field to cross the goal line and score.

A scout must stop as soon as they have the frisbee - no running with it.

A turn-over occurs if an opposing team member intercepts the frisbee or whenever the frisbee hits the ground. This can cause confusion for players new to the game. If a scout throws the frisbee and it is not caught, it is immediately controlled by the other team going the other direction. Knocking the frisbee down is just as good as intercepting it by a defender. If a defender tries to intercept, but drops it, it is still a turn-over and their team now controls the frisbee.

There is no contact allowed and when a scout has the frisbee, all scouts must give an arm's length of space so the frisbee can be thrown.

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Ultra Tug of War

Intended for:

Boy Scouts

Required:

4 30-foot heavy-duty ropes

Preparation:

Attach one end of each rope to all the others to create a star shape of ropes.Lay out the ropes in the play area with the knot in the center.Mark a circular goal line about 20 feet from the center point.Disect the circle into quarters by drawing a line from the center to the edge.

Notes:

Stress the potential danger of rope burns, especially if eliminated teams do not immediately get out of the way.

Instructions:

Create 4 teams - keep patrols intact and combine patrols to even the teams as much as possible. But, it is not necessary to have even teams.

Each team has the goal of pulling all the other teams over their goal line.When the end of a team's rope crosses into the circle, that team is defeated and drops their rope and quickly leaves the play area. Teams can swivel and pull to the side to help a neighboring team defeat a superior team and then reverse direction.

Do a 'Best of Five' competition with breaks and strategizing between rounds. You might want to allow all teams to mingle and talk for a few minutes between rounds in case any 'alliances' want to be proposed.

Bean Planting RelayLay out a 15 foot string for each patrol. Every 3 feet along the string, set a plastic or dixie cup.

Each scout walks heel-to-toe following a string stretched across the floor.Every 3 feet, there is a plastic cup into which the scout must try to drop one bean without bending over.When the end is reached, the scout turns around and repeats the bean planting back to the patrol.Then, the next in turn goes.First patrol finished gets points. Patrol with the most successfully planted beans gets points.

Potato PiercingMake a circle for each patrol using the 15 foot string.Each patrol gathers outside its circle.Each patrol leader is given a fork and potato.On 'GO', the scout steps into the circle, tosses the potato into the air, and catches it on the fork tines.The scout then removes the potato, steps out of the circle, and hands it and the fork to the next scout in line.

Rabbit FeedPut all the baby carrots on a baking pan - the feeding tray.Patrols line up about 15 feet from feeding tray.On 'GO', first in each line hops to feeding tray and grabs a carrot, holds the carrot between front teeth, and hops back to tag the next in line.Once scouts are back and done racing, they can eat their carrot.

Mr. Potato HeadUsing the potatoes full of fork holes, the toothpicks, dried beans, and celery, each patrol creates a potato person or animal.The beans can be pushed into the potato to make a face and the celery can be attached with toothpicks.Let them use a marker or other items, if desired.

Vegetable AlphabetGive each patrol a paper and pencil.In a set time, each patrol tries to come up with a vegetable name for each letter of the alphabet, such as artichoke, brocolli, cauliflower, daikon, eggplant, ...

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War Cards

Intended for:

Boy Scouts, Webelos Scouts

Required:

deck of cards - enough for each scout to have a card

Instructions:

Shuffle the cards and hand out a card to each scout, telling everyone not to reveal their card to anyone.

Divide the group in half, each half creating a line with the first scout in line facing the other team.

Just like the normal game of War, the first card on each team is revealed. The highest card takes the lower card (and scout) to the end of the highest card's line.

If two cards are equal, a War occurs. The next three scouts in each line step forward but do not reveal their cards. The 4th scout on each team reveals their card and the higher card wins ALL 7 cards over to their team.

Continue on until all cards are on one side or you reach a defined time limit. Keep the turns going as fast as possible to keep the teams moving and engaged.

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Water Balloon Volleyball

Intended for:

All Scouts

Required:

25-50 small water balloons.Volleyball or Badminton netEnough beach towels for every two participants.

Preparation:

Fill ballons and tie. Use a 5-gallon bucket or a plastic laundry basket to carry.

Instructions:

Divide the group into even teams. Each side should have at least one pair of players.Each pair should hold two corners of a towel on the short side. The Judge will place a water balloon into the towel of the serving team. The servers will pull back on the towel and throw the water balloon over the net to the opposing team. The other team will try to catch and then throw the balloon over the net to the other side. Score as you would a volleyball game or based on water balloons broken per side.

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Water Brigade

Intended for:

Boy Scouts

Required:

2 gallon or 1/2 gallon milk jugs per patrol.1 paper cup per scout.

Preparation:

Fill one jug with water for each patrol.

Notes:

teamwork

Instructions:

Patrols line up.Full jug is given to patrol leader.Empty jug is given to last scout in line.On signal, each patrol leader fills a glass, then empties it into the next scout's cup. Repeat down the line to fill up the jug as fast as possible without spilling too much water.

Water Transport

Poke or drill two holes in the board - at opposite corners.Tie each end of the string through a hole.Place cup on board.Fill pitchers with equal amounts of water.

Instructions:

This works well in the parking lot where you meet.The goal is to transport water quickly across a wasteland, without spilling.You may need a scale to measure the water accurately.

Draw two lines, about 23 feet apart.For each patrol, place the empty bucket and board with cup on one line and stretch the string loop out to the other line. Place the pitcher of water at the line opposite the board.

Each patrol is divided in half.One half of each patrol goes to each line.On "GO", the board is pulled to the pitcher, filled with water, and pulled back where it is emptied into the bucket.Do this 3 times.

Keep tally of the points for 3 rounds to find the winner.If the cup falls off, someone retrieves it and the board goes back to the line from which it just left to start again, even if it is empty.

The edge of the board must cross the line before retrieving the water or refilling the cup.

You may add rules about switching roles or other specifics.

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We Like, But We Don't Like

Intended for:

All Scouts

Instructions:

Someone starts by thinking of a rule to follow, such as [We like everything that does not start with the letter 'S'].Then, they say "We Like Winter but we don't like Summer.""We like Mindy but we don't like Suzy.""We like Acting but we don't like Skits."They keep coming up with more statements until someone wants to come up with a statement they believe follows the rule. If the statement is correct, the leader tells them it is and they can continue to come up with more.It's possible that they were just lucky or are thinking of a different rule, so the leader has to verify every statement made by others.When everyone has guessed the rule or has given up, have a new leader do a round with a different rule.

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Wheel Relay

Intended for:

Cub Scouts

Required:

1 pinecone, rock, beanbag, or tennis ball per patrol

Instructions:

Each patrol leader stands next to a central tree (or chair if inside), places their left hand on the tree, and holds a pinecone in their right hand.Each patrol lines up behind their leader, facing the center. This should create a star shape of patrol lines. Imagine these are spokes of a wheel - you might even scratch a circle in the dirt around the patrols.

On "GO" signal, every patrol leader runs down the right-hand side of their patrol line, then turns clockwise, runs all the way around the wheel and back to the end of their line.While the patrol leader is doing this, the rest of the patrol step toward the center so the first in line has their left hand on the tree.When the runner reaches their patrol line, they pass the pinecone scout to scout up to the first in line who has their hand on the tree. Once this scout has the pinecone, they run the loop.

First patrol to get their leader back to the tree, wins.

You might have some scouts run twice to even out the patrols.

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Wheelbarrow Race

Intended for:

Cub Scouts

Instructions:

Define a start line and turn-around point about 30 feet away.Break scouts into pairs.On 'GO', one scout gets into the Push-Up position with legs spread about shoulder-width apart.Their partner stands between their spread feet, picks up their ankles, and lifts their legs up.The pair walk to the turn-around point - one walking on hands, the other on feet.At the turn-around, they switch positions and walk back.You may play patrols against each other.When the pair reaches the turn-around, they both stand up and run back.Then, the "wheelbarrow" person becomes the lifter of the next wheelbarrow.Repeating this through the entire patrol.

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Which Patch Is It?

Intended for:

Boy Scouts

Required:

paper and pencil for each scout.Selection of merit badges, award patches, and rank badges. Or, cut out pictures of them.Label each one with a unique number.

Preparation:

Spread the patches out on tables around the room

Instructions:

Have each scout write down numbers on a sheet of paper from 1 to the number of patches you have.

By each number on the sheet, the scout writes down the name of the patch.

After 3 minutes, go over the answers and find the scout with the most correct. Or, add up points for each patrol to find the winner.You may want to deduct points for every time someone talks.You may want to have scouts exchange papers before scoring.

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Who's Got The Ball?

Intended for:

Cub Scouts

Required:

tennis ball

Notes:

Good pre-opening game while scouts arrive.

Instructions:

One scout is IT and stands in front of the group facing away from them. IT tosses the ball backwards over their head to the group.Whichever scout catches the ball, holds it behind their back. All other scouts pretend to hold the ball behind their backs.When scouts are ready, they all shout, "Hey, Hey, Who's got the ball?"IT turns around and has 2 or 3 guesses to find out who has it, depending on group size. If correct, IT remains IT. Otherwise, the scout with the ball becomes IT.

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Who's Missing?

Intended for:

Cub Scouts

Instructions:

People cover their eyes and slowly walk around the room.The leader taps one person on the shoulder. This person uncovers their eyes and silently leaves the room.At the leader's signal, the other people stop walking, uncover their eyes, and guess who is missing.First one to guess correctly wins.

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Wink

Intended for:

Cub Scouts

Instructions:

Everyone sits down with eyes closed and the leader wanders through the group. The leader taps one scout on the shoulder to indicate that player is the killer.

The leader tells everyone to stand up and the game is under way.

Everyone walks around the play area trying to find the killer.

The killer tries to kill everyone by carefully winking at a scout. The killer does not want anyone else to see the wink.

If a scout is winked at, the killed scout does a great theatrical death scene within 5 seconds of being winked at.

A scout knows who the killer is should point at that scout and say, 'I accuse __Johnny__!' If correct, the accuser wins. Otherwise, both the accuser and Johnny are dead.

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Woods War

Intended for:

Boy Scouts, Webelos Scouts

Required:

pine cones or tennis balls for ammo.a treasure chest.

Preparation:

Define the war zone at least as large as a football field and place the treasure in the center.Each team defines their hideout as a 10 foot diameter circle around an obvious marker close to the end of their side of the game area.

Notes:

This is somewhat like Capture the Flag, but with one flag and no jail.

A few umpires around the game area are a good idea to enforce the rules.

Rounds do not take very long to play, so you could have a tournament between all patrols.

Instructions:

A treasure fell from the king's carriage as it was driving through the forest. Now, two opposing dens of thieves are each wanting the treasure for their own. Each team goes to their hideout in the woods. The treasure is in about the center of the game area.

When the war begins, scouts rush through the woods to retrieve the treasure to their hideout.

Rules:

A scout may carry no more than 2 pinecones or tennis balls.

Scouts hit by thrown balls are immediately out of the game.

A scout must drop all ammo in order to pick up the treasure.

A scout hit while carrying the treasure must drop the treasure and leave the game.

Each team's hideout is its only safe area. All other parts of the game area are open battlefield.

Scoring:

The team that carries the treasure to their hideout receives 4 points.

Each scout removed from the game counts 1 point for the opposing team.

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Work Up

Intended for:

All Scouts

Required:

baseball gear

Preparation:

lay out a baseball diamond in a field

Instructions:

Work Up is a sandlot baseball game when you have too few scouts for two teams. Three batters, catcher, pitcher, first, second, third, and two outfielders means you need 10 scouts. But, you can drop second base and a batter and then catcher if needed, or add another batter, shortstop, and center field if you have more.

As long as the three batters get hits and work their way around the bases without getting put out, they continue to bat. When a batter is out, that scout moves to right field and all fielders 'work up' to the next position with the catcher becoming a batter.

If a fielder catches a fly, that scout switches spots with the batter that hit it.If a batter gets some set number of runs, that scout moves to right field just to keep things moving.

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Yanks and Rebels

Intended for:

All Scouts

Preparation:

Define a playing area the size of a basketball court or half that size.

Notes:

This is much like "Giant, Wizard, Elf" but has a game leader that can help bring a close to the game if time runs low.

Instructions:

Divide in 2 teams, one at each endzone.One team is the YANKS and the other is the REBELS.

The game leader gives out commands which the teams obey, such as "Yanks, 4 steps forward", "Rebels, 5 steps forward", "Yanks, 1 step back", ... This moves the teams closer together and heightens the suspense.When the teams are close enough, the leader commands, "Yanks, ATTACK!" or "Rebels, ATTACK!" - whichever the leader wants.One team must run back to their endzone while the other team tries to tag players. Anyone tagged joins the capturing team for the next round.

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Zip-Zap

Intended for:

Cub Scouts

Notes:

One additional rule you may need is that a new pointer may not immediately call on the old pointer.

Instructions:

Sit in a circle with one scout standing in the center. When the center scout points to someone and says "Zip!" the scout must give the name of the scout on their right before the pointer counts to ten. If the pointer says "Zap!" the scout must name the scout on their left. If he says "Zip!Zap!", the scout must name scouts on both sides. Anyone who gives the wrong name or is too slow becomes the pointer and the old pointer takes their place.